#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("Sets material render queue with validation.")] public class SetRenderQueue : TargetGameObjectAction { [Tooltip("The render queue value.")] [SerializeField] protected SharedVariable m_RenderQueue = 2000; private Renderer m_ResolvedRenderer; private Material m_Material; /// /// 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 render queue. /// /// 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; } if (m_RenderQueue.Value >= 0 && m_RenderQueue.Value <= 5000) { m_Material.renderQueue = m_RenderQueue.Value; } return TaskStatus.Success; } /// /// Resets the action values back to their default. /// public override void Reset() { base.Reset(); m_RenderQueue = 2000; } } } #endif