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

95 lines
3.3 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("Enables/disables renderer with optional fade transition.")]
public class SetEnabledFade : TargetGameObjectAction
{
[Tooltip("Whether to enable the renderer.")]
[SerializeField] protected SharedVariable<bool> m_Enable = true;
[Tooltip("Whether to fade the material alpha when enabling/disabling.")]
[SerializeField] protected SharedVariable<bool> m_FadeTransition = false;
[Tooltip("The fade duration (0 = instant).")]
[SerializeField] protected SharedVariable<float> m_FadeDuration = 0.5f;
private Renderer m_ResolvedRenderer;
private Material m_Material;
private float m_ElapsedTime;
private bool m_IsFading;
/// <summary>
/// Called when the action starts.
/// </summary>
public override void OnStart()
{
base.OnStart();
m_ElapsedTime = 0.0f;
m_IsFading = false;
m_ResolvedRenderer = m_ResolvedGameObject.GetComponent<Renderer>();
if (m_ResolvedRenderer != null) {
m_Material = m_ResolvedRenderer.material;
}
}
/// <summary>
/// Updates the renderer enabled state.
/// </summary>
/// <returns>The status of the action.</returns>
public override TaskStatus OnUpdate()
{
if (m_ResolvedRenderer == null) {
return TaskStatus.Failure;
}
if (m_FadeTransition.Value && m_FadeDuration.Value > 0.0f) {
if (!m_IsFading) {
m_IsFading = true;
m_ElapsedTime = 0.0f;
}
m_ElapsedTime += Time.deltaTime;
var progress = Mathf.Clamp01(m_ElapsedTime / m_FadeDuration.Value);
var targetAlpha = m_Enable.Value ? 1.0f : 0.0f;
var currentAlpha = Mathf.Lerp(1.0f - targetAlpha, targetAlpha, progress);
if (m_Material != null && m_Material.HasProperty("_Color")) {
var color = m_Material.color;
color.a = currentAlpha;
m_Material.color = color;
}
if (progress >= 1.0f) {
m_ResolvedRenderer.enabled = m_Enable.Value;
m_IsFading = false;
return TaskStatus.Success;
}
return TaskStatus.Running;
} else {
m_ResolvedRenderer.enabled = m_Enable.Value;
}
return TaskStatus.Success;
}
/// <summary>
/// Resets the action values back to their default.
/// </summary>
public override void Reset()
{
base.Reset();
m_Enable = true;
m_FadeTransition = false;
m_FadeDuration = 0.5f;
}
}
}
#endif