Files
Cielonos/Packages/com.opsive.behaviordesigner/Runtime/Tasks/Actions/GameObject/FadeInOut.cs
2026-05-10 11:47:55 -04:00

137 lines
5.1 KiB
C#

#if GRAPH_DESIGNER
/// ---------------------------------------------
/// Behavior Designer
/// Copyright (c) Opsive. All Rights Reserved.
/// https://www.opsive.com
/// ---------------------------------------------
namespace Opsive.BehaviorDesigner.Runtime.Tasks.Actions.GameObjectTasks
{
using Opsive.GraphDesigner.Runtime.Variables;
using UnityEngine;
[Opsive.Shared.Utility.Category("GameObject")]
[Opsive.Shared.Utility.Description("Fades a GameObject in or out using CanvasGroup or Renderer alpha. Returns Finished when fade is complete.")]
public class FadeInOut : TargetGameObjectAction
{
/// <summary>
/// Specifies the fade direction.
/// </summary>
public enum FadeDirection
{
FadeIn, // Fade from transparent to opaque.
FadeOut // Fade from opaque to transparent.
}
[Tooltip("The fade direction.")]
[SerializeField] protected FadeDirection m_FadeDirection = FadeDirection.FadeOut;
[Tooltip("The fade duration (in seconds).")]
[SerializeField] protected SharedVariable<float> m_FadeDuration = 1f;
[Tooltip("The starting alpha. Only used if Fade Direction is Fade In.")]
[SerializeField] protected SharedVariable<float> m_StartAlpha = 0f;
[Tooltip("The ending alpha. Only used if Fade Direction is Fade Out.")]
[SerializeField] protected SharedVariable<float> m_EndAlpha = 0f;
private float m_ElapsedTime;
private CanvasGroup m_CanvasGroup;
private Renderer[] m_Renderers;
private float[] m_InitialAlphas;
private bool m_Initialized;
/// <summary>
/// Called when the state machine starts.
/// </summary>
public override void OnStart()
{
base.OnStart();
m_ElapsedTime = 0f;
m_Initialized = false;
InitializeFade();
}
/// <summary>
/// Initializes the fade components.
/// </summary>
private void InitializeFade()
{
m_CanvasGroup = m_ResolvedGameObject.GetComponent<CanvasGroup>();
if (m_CanvasGroup == null) {
m_Renderers = m_ResolvedGameObject.GetComponentsInChildren<Renderer>();
if (m_Renderers != null && m_Renderers.Length > 0) {
m_InitialAlphas = new float[m_Renderers.Length];
for (int i = 0; i < m_Renderers.Length; ++i) {
if (m_Renderers[i].material.HasProperty("_Color")) {
m_InitialAlphas[i] = m_Renderers[i].material.color.a;
}
}
}
}
// Set initial alpha.
var initialAlpha = m_FadeDirection == FadeDirection.FadeIn ? m_StartAlpha.Value : (m_CanvasGroup != null ? m_CanvasGroup.alpha : (m_InitialAlphas != null && m_InitialAlphas.Length > 0 ? m_InitialAlphas[0] : 1f));
SetAlpha(initialAlpha);
m_Initialized = true;
}
/// <summary>
/// Fades the GameObject.
/// </summary>
/// <returns>The status of the action.</returns>
public override TaskStatus OnUpdate()
{
if (!m_Initialized) {
return TaskStatus.Running;
}
m_ElapsedTime += Time.deltaTime;
var progress = Mathf.Clamp01(m_ElapsedTime / m_FadeDuration.Value);
float targetAlpha;
if (m_FadeDirection == FadeDirection.FadeIn) {
targetAlpha = Mathf.Lerp(m_StartAlpha.Value, 1f, progress);
} else {
var startAlpha = m_CanvasGroup != null ? 1f : (m_InitialAlphas != null && m_InitialAlphas.Length > 0 ? m_InitialAlphas[0] : 1f);
targetAlpha = Mathf.Lerp(startAlpha, m_EndAlpha.Value, progress);
}
SetAlpha(targetAlpha);
if (progress >= 1f) {
return TaskStatus.Success;
}
return TaskStatus.Running;
}
/// <summary>
/// Sets the alpha value on CanvasGroup or Renderers.
/// </summary>
private void SetAlpha(float alpha)
{
if (m_CanvasGroup != null) {
m_CanvasGroup.alpha = alpha;
} else if (m_Renderers != null) {
for (int i = 0; i < m_Renderers.Length; ++i) {
if (m_Renderers[i].material.HasProperty("_Color")) {
var color = m_Renderers[i].material.color;
var targetAlpha = m_InitialAlphas != null && i < m_InitialAlphas.Length ? m_InitialAlphas[i] * alpha : alpha;
color.a = targetAlpha;
m_Renderers[i].material.color = color;
}
}
}
}
/// <summary>
/// Resets the action values back to their default.
/// </summary>
public override void Reset()
{
base.Reset();
m_FadeDirection = FadeDirection.FadeOut;
m_FadeDuration = 1f;
m_StartAlpha = 0f;
m_EndAlpha = 0f;
}
}
}
#endif