#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("Enables/disables renderer with optional fade transition.")] public class SetEnabledFade : TargetGameObjectAction { [Tooltip("Whether to enable the renderer.")] [SerializeField] protected SharedVariable m_Enable = true; [Tooltip("Whether to fade the material alpha when enabling/disabling.")] [SerializeField] protected SharedVariable m_FadeTransition = false; [Tooltip("The fade duration (0 = instant).")] [SerializeField] protected SharedVariable m_FadeDuration = 0.5f; private Renderer m_ResolvedRenderer; private Material m_Material; private float m_ElapsedTime; private bool m_IsFading; /// /// Called when the action starts. /// public override void OnStart() { base.OnStart(); m_ElapsedTime = 0.0f; m_IsFading = false; m_ResolvedRenderer = m_ResolvedGameObject.GetComponent(); if (m_ResolvedRenderer != null) { m_Material = m_ResolvedRenderer.material; } } /// /// Updates the renderer enabled state. /// /// The status of the action. public override TaskStatus OnUpdate() { if (m_ResolvedRenderer == null) { return TaskStatus.Failure; } if (m_FadeTransition.Value && m_FadeDuration.Value > 0.0f) { if (!m_IsFading) { m_IsFading = true; m_ElapsedTime = 0.0f; } m_ElapsedTime += Time.deltaTime; var progress = Mathf.Clamp01(m_ElapsedTime / m_FadeDuration.Value); var targetAlpha = m_Enable.Value ? 1.0f : 0.0f; var currentAlpha = Mathf.Lerp(1.0f - targetAlpha, targetAlpha, progress); if (m_Material != null && m_Material.HasProperty("_Color")) { var color = m_Material.color; color.a = currentAlpha; m_Material.color = color; } if (progress >= 1.0f) { m_ResolvedRenderer.enabled = m_Enable.Value; m_IsFading = false; return TaskStatus.Success; } return TaskStatus.Running; } else { m_ResolvedRenderer.enabled = m_Enable.Value; } return TaskStatus.Success; } /// /// Resets the action values back to their default. /// public override void Reset() { base.Reset(); m_Enable = true; m_FadeTransition = false; m_FadeDuration = 0.5f; } } } #endif