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

114 lines
3.7 KiB
C#

#if GRAPH_DESIGNER
/// ---------------------------------------------
/// Behavior Designer
/// Copyright (c) Opsive. All Rights Reserved.
/// https://www.opsive.com
/// ---------------------------------------------
namespace Opsive.BehaviorDesigner.Runtime.Tasks.Actions.ParticlesTasks
{
using Opsive.GraphDesigner.Runtime.Variables;
using UnityEngine;
[Opsive.Shared.Utility.Category("Particles")]
[Opsive.Shared.Utility.Description("Fades particle system in/out with duration control.")]
public class Fade : TargetGameObjectAction
{
/// <summary>
/// Specifies the fade direction.
/// </summary>
public enum FadeDirection
{
FadeIn,
FadeOut
}
[Tooltip("The fade direction.")]
[SerializeField] protected FadeDirection m_FadeDirection = FadeDirection.FadeOut;
[Tooltip("The fade duration.")]
[SerializeField] protected SharedVariable<float> m_Duration = 1.0f;
private ParticleSystem m_ResolvedParticleSystem;
private ParticleSystem.MainModule m_MainModule;
private float m_StartAlpha;
private float m_ElapsedTime;
/// <summary>
/// Called when the state machine is initialized.
/// </summary>
/// <summary>
/// Initializes the target GameObject.
/// </summary>
protected override void InitializeTarget()
{
base.InitializeTarget();
m_ResolvedParticleSystem = m_ResolvedGameObject.GetComponent<ParticleSystem>();
}
/// <summary>
/// Called when the action starts.
/// </summary>
public override void OnStart()
{
base.OnStart();
m_ElapsedTime = 0.0f;
if (m_ResolvedParticleSystem != null) {
m_MainModule = m_ResolvedParticleSystem.main;
var startColor = m_MainModule.startColor;
if (startColor.mode == ParticleSystemGradientMode.Color) {
m_StartAlpha = startColor.color.a;
} else {
m_StartAlpha = 1.0f;
}
if (m_FadeDirection == FadeDirection.FadeIn) {
m_ResolvedParticleSystem.Play();
}
}
}
/// <summary>
/// Updates the particle fade.
/// </summary>
/// <returns>The status of the action.</returns>
public override TaskStatus OnUpdate()
{
if (m_ResolvedParticleSystem == null) {
return TaskStatus.Success;
}
m_ElapsedTime += Time.deltaTime;
var progress = Mathf.Clamp01(m_ElapsedTime / m_Duration.Value);
var targetAlpha = m_FadeDirection == FadeDirection.FadeIn ? 1.0f : 0.0f;
var currentAlpha = Mathf.Lerp(m_StartAlpha, targetAlpha, progress);
var startColor = m_MainModule.startColor;
if (startColor.mode == ParticleSystemGradientMode.Color) {
var color = startColor.color;
color.a = currentAlpha;
m_MainModule.startColor = color;
}
if (progress >= 1.0f) {
if (m_FadeDirection == FadeDirection.FadeOut) {
m_ResolvedParticleSystem.Stop();
}
return TaskStatus.Success;
}
return TaskStatus.Running;
}
/// <summary>
/// Resets the action values back to their default.
/// </summary>
public override void Reset()
{
base.Reset();
m_FadeDirection = FadeDirection.FadeOut;
m_Duration = 1.0f;
}
}
}
#endif