85 lines
2.9 KiB
C#
85 lines
2.9 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("Sets emission rate with smooth transition.")]
|
|
public class SetEmissionRate : TargetGameObjectAction
|
|
{
|
|
[Tooltip("The target emission rate.")]
|
|
[SerializeField] protected SharedVariable<float> m_TargetEmissionRate = 10.0f;
|
|
[Tooltip("The transition duration (0 = instant).")]
|
|
[SerializeField] protected SharedVariable<float> m_TransitionDuration = 0.0f;
|
|
|
|
private ParticleSystem m_ResolvedParticleSystem;
|
|
private ParticleSystem.EmissionModule m_EmissionModule;
|
|
private float m_StartEmissionRate;
|
|
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_EmissionModule = m_ResolvedParticleSystem.emission;
|
|
m_StartEmissionRate = m_EmissionModule.rateOverTime.constant;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Updates the emission rate.
|
|
/// </summary>
|
|
/// <returns>The status of the action.</returns>
|
|
public override TaskStatus OnUpdate()
|
|
{
|
|
if (m_ResolvedParticleSystem == null) {
|
|
return TaskStatus.Success;
|
|
}
|
|
|
|
if (m_TransitionDuration.Value > 0.0f) {
|
|
m_ElapsedTime += Time.deltaTime;
|
|
var progress = Mathf.Clamp01(m_ElapsedTime / m_TransitionDuration.Value);
|
|
var currentRate = Mathf.Lerp(m_StartEmissionRate, m_TargetEmissionRate.Value, progress);
|
|
m_EmissionModule.rateOverTime = currentRate;
|
|
} else {
|
|
m_EmissionModule.rateOverTime = m_TargetEmissionRate.Value;
|
|
}
|
|
|
|
return TaskStatus.Success;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Resets the action values back to their default.
|
|
/// </summary>
|
|
public override void Reset()
|
|
{
|
|
base.Reset();
|
|
m_TargetEmissionRate = 10.0f;
|
|
m_TransitionDuration = 0.0f;
|
|
}
|
|
}
|
|
}
|
|
#endif |