#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("Animates material property with easing curves.")] public class MaterialPropertyAnimation : TargetGameObjectAction { /// /// Specifies the property type to animate. /// public enum PropertyType { Float, Color, Vector } [Tooltip("The property type to animate.")] [SerializeField] protected PropertyType m_PropertyType = PropertyType.Float; [Tooltip("The shader property name.")] [SerializeField] protected SharedVariable m_PropertyName = "_Color"; [Tooltip("The animation curve for the property value.")] [SerializeField] protected AnimationCurve m_AnimationCurve = AnimationCurve.Linear(0, 0, 1, 1); [Tooltip("The duration to evaluate the curve over.")] [SerializeField] protected SharedVariable m_Duration = 1.0f; [Tooltip("The value multiplier (for float/vector).")] [SerializeField] protected SharedVariable m_ValueMultiplier = 1.0f; [Tooltip("The color multiplier (for color).")] [SerializeField] protected SharedVariable m_ColorMultiplier = Color.white; private Renderer m_ResolvedRenderer; private Material m_Material; private float m_ElapsedTime; /// /// Called when the action starts. /// public override void OnStart() { base.OnStart(); m_ResolvedRenderer = m_ResolvedGameObject.GetComponent(); if (m_ResolvedRenderer != null) { m_Material = m_ResolvedRenderer.material; } } /// /// Updates the material property animation. /// /// 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 curveValue = m_AnimationCurve.Evaluate(progress); switch (m_PropertyType) { case PropertyType.Float: m_Material.SetFloat(propertyName, curveValue * m_ValueMultiplier.Value); break; case PropertyType.Color: m_Material.SetColor(propertyName, m_ColorMultiplier.Value * curveValue); break; case PropertyType.Vector: m_Material.SetVector(propertyName, Vector4.one * curveValue * m_ValueMultiplier.Value); break; } 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_PropertyType = PropertyType.Float; m_PropertyName = "_Color"; m_AnimationCurve = AnimationCurve.Linear(0, 0, 1, 1); m_Duration = 1.0f; m_ValueMultiplier = 1.0f; m_ColorMultiplier = Color.white; } } } #endif