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