95 lines
3.3 KiB
C#
95 lines
3.3 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.RenderingTasks
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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("Rendering")]
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[Opsive.Shared.Utility.Description("Enables/disables renderer with optional fade transition.")]
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public class SetEnabledFade : TargetGameObjectAction
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{
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[Tooltip("Whether to enable the renderer.")]
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[SerializeField] protected SharedVariable<bool> m_Enable = true;
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[Tooltip("Whether to fade the material alpha when enabling/disabling.")]
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[SerializeField] protected SharedVariable<bool> m_FadeTransition = false;
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[Tooltip("The fade duration (0 = instant).")]
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[SerializeField] protected SharedVariable<float> m_FadeDuration = 0.5f;
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private Renderer m_ResolvedRenderer;
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private Material m_Material;
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private float m_ElapsedTime;
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private bool m_IsFading;
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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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m_IsFading = false;
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m_ResolvedRenderer = m_ResolvedGameObject.GetComponent<Renderer>();
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if (m_ResolvedRenderer != null) {
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m_Material = m_ResolvedRenderer.material;
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}
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}
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/// <summary>
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/// Updates the renderer enabled state.
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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_ResolvedRenderer == null) {
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return TaskStatus.Failure;
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}
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if (m_FadeTransition.Value && m_FadeDuration.Value > 0.0f) {
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if (!m_IsFading) {
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m_IsFading = true;
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m_ElapsedTime = 0.0f;
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}
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m_ElapsedTime += Time.deltaTime;
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var progress = Mathf.Clamp01(m_ElapsedTime / m_FadeDuration.Value);
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var targetAlpha = m_Enable.Value ? 1.0f : 0.0f;
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var currentAlpha = Mathf.Lerp(1.0f - targetAlpha, targetAlpha, progress);
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if (m_Material != null && m_Material.HasProperty("_Color")) {
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var color = m_Material.color;
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color.a = currentAlpha;
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m_Material.color = color;
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}
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if (progress >= 1.0f) {
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m_ResolvedRenderer.enabled = m_Enable.Value;
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m_IsFading = false;
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return TaskStatus.Success;
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}
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return TaskStatus.Running;
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} else {
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m_ResolvedRenderer.enabled = m_Enable.Value;
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}
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return TaskStatus.Success;
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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_Enable = true;
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m_FadeTransition = false;
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m_FadeDuration = 0.5f;
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}
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}
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}
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#endif |