#if GRAPH_DESIGNER /// --------------------------------------------- /// Behavior Designer /// Copyright (c) Opsive. All Rights Reserved. /// https://www.opsive.com /// --------------------------------------------- namespace Opsive.BehaviorDesigner.Runtime.Tasks.Actions.RenderingTasks { using Opsive.GraphDesigner.Runtime.Variables; using UnityEngine; [Opsive.Shared.Utility.Category("Rendering")] [Opsive.Shared.Utility.Description("Fades material alpha with duration and optional shader property name.")] public class FadeMaterialAlpha : TargetGameObjectAction { [Tooltip("The shader property name for alpha (default: _Color).")] [SerializeField] protected SharedVariable m_PropertyName = "_Color"; [Tooltip("The target alpha value.")] [SerializeField] protected SharedVariable m_TargetAlpha = 1.0f; [Tooltip("The fade duration.")] [SerializeField] protected SharedVariable m_Duration = 1.0f; private Renderer m_ResolvedRenderer; private Material m_Material; private float m_StartAlpha; private float m_ElapsedTime; /// /// Called when the action starts. /// public override void OnStart() { base.OnStart(); m_ElapsedTime = 0.0f; m_ResolvedRenderer = m_ResolvedGameObject.GetComponent(); if (m_ResolvedRenderer != null) { m_Material = m_ResolvedRenderer.material; if (m_Material != null) { var propertyName = string.IsNullOrEmpty(m_PropertyName.Value) ? "_Color" : m_PropertyName.Value; if (m_Material.HasProperty(propertyName)) { m_StartAlpha = m_Material.GetColor(propertyName).a; } } } } /// /// Updates the material alpha fade. /// /// The status of the action. public override TaskStatus OnUpdate() { if (m_ResolvedRenderer == null) { return TaskStatus.Success; } if (m_Material == null) { m_Material = m_ResolvedRenderer.material; } if (m_Material == null) { return TaskStatus.Success; } var propertyName = string.IsNullOrEmpty(m_PropertyName.Value) ? "_Color" : m_PropertyName.Value; if (!m_Material.HasProperty(propertyName)) { return TaskStatus.Success; } m_ElapsedTime += Time.deltaTime; var progress = Mathf.Clamp01(m_ElapsedTime / m_Duration.Value); var targetAlpha = Mathf.Clamp01(m_TargetAlpha.Value); var currentAlpha = Mathf.Lerp(m_StartAlpha, targetAlpha, progress); var color = m_Material.GetColor(propertyName); color.a = currentAlpha; m_Material.SetColor(propertyName, color); if (progress >= 1.0f) { return TaskStatus.Success; } return TaskStatus.Running; } /// /// Resets the action values back to their default. /// public override void Reset() { base.Reset(); m_PropertyName = "_Color"; m_TargetAlpha = 1.0f; m_Duration = 1.0f; } } } #endif