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

116 lines
4.1 KiB
C#

#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("Animates material property with easing curves.")]
public class MaterialPropertyAnimation : TargetGameObjectAction
{
/// <summary>
/// Specifies the property type to animate.
/// </summary>
public enum PropertyType
{
Float,
Color,
Vector
}
[Tooltip("The property type to animate.")]
[SerializeField] protected PropertyType m_PropertyType = PropertyType.Float;
[Tooltip("The shader property name.")]
[SerializeField] protected SharedVariable<string> m_PropertyName = "_Color";
[Tooltip("The animation curve for the property value.")]
[SerializeField] protected AnimationCurve m_AnimationCurve = AnimationCurve.Linear(0, 0, 1, 1);
[Tooltip("The duration to evaluate the curve over.")]
[SerializeField] protected SharedVariable<float> m_Duration = 1.0f;
[Tooltip("The value multiplier (for float/vector).")]
[SerializeField] protected SharedVariable<float> m_ValueMultiplier = 1.0f;
[Tooltip("The color multiplier (for color).")]
[SerializeField] protected SharedVariable<Color> m_ColorMultiplier = Color.white;
private Renderer m_ResolvedRenderer;
private Material m_Material;
private float m_ElapsedTime;
/// <summary>
/// Called when the action starts.
/// </summary>
public override void OnStart()
{
base.OnStart();
m_ResolvedRenderer = m_ResolvedGameObject.GetComponent<Renderer>();
if (m_ResolvedRenderer != null) {
m_Material = m_ResolvedRenderer.material;
}
}
/// <summary>
/// Updates the material property animation.
/// </summary>
/// <returns>The status of the action.</returns>
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;
}
var propertyName = string.IsNullOrEmpty(m_PropertyName.Value) ? "_Color" : m_PropertyName.Value;
if (!m_Material.HasProperty(propertyName)) {
return TaskStatus.Success;
}
m_ElapsedTime += Time.deltaTime;
var progress = Mathf.Clamp01(m_ElapsedTime / m_Duration.Value);
var curveValue = m_AnimationCurve.Evaluate(progress);
switch (m_PropertyType) {
case PropertyType.Float:
m_Material.SetFloat(propertyName, curveValue * m_ValueMultiplier.Value);
break;
case PropertyType.Color:
m_Material.SetColor(propertyName, m_ColorMultiplier.Value * curveValue);
break;
case PropertyType.Vector:
m_Material.SetVector(propertyName, Vector4.one * curveValue * m_ValueMultiplier.Value);
break;
}
if (progress >= 1.0f) {
return TaskStatus.Success;
}
return TaskStatus.Running;
}
/// <summary>
/// Resets the action values back to their default.
/// </summary>
public override void Reset()
{
base.Reset();
m_PropertyType = PropertyType.Float;
m_PropertyName = "_Color";
m_AnimationCurve = AnimationCurve.Linear(0, 0, 1, 1);
m_Duration = 1.0f;
m_ValueMultiplier = 1.0f;
m_ColorMultiplier = Color.white;
}
}
}
#endif