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

148 lines
5.6 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 Opsive.BehaviorDesigner.Runtime.Tasks.Actions.TransformTasks;
using UnityEngine;
[Opsive.Shared.Utility.Category("Rendering")]
[Opsive.Shared.Utility.Description("Changes material property (color, float, vector) over time with curve.")]
public class SetMaterialPropertyOverTime : TargetGameObjectAction
{
/// <summary>
/// Specifies the property type.
/// </summary>
public enum PropertyType
{
Color,
Float,
Vector
}
[Tooltip("The material property name.")]
[SerializeField] protected SharedVariable<string> m_PropertyName = "_Color";
[Tooltip("The property type to animate.")]
[SerializeField] protected PropertyType m_PropertyType = PropertyType.Color;
[Tooltip("The starting value (Color, Float, or Vector).")]
[SerializeField] protected SharedVariable<Color> m_StartColor = Color.white;
[Tooltip("The starting float value.")]
[SerializeField] protected SharedVariable<float> m_StartFloat = 0.0f;
[Tooltip("The starting vector value.")]
[SerializeField] protected SharedVariable<Vector4> m_StartVector = Vector4.zero;
[Tooltip("The target value (Color, Float, or Vector).")]
[SerializeField] protected SharedVariable<Color> m_TargetColor = Color.white;
[Tooltip("The target float value.")]
[SerializeField] protected SharedVariable<float> m_TargetFloat = 1.0f;
[Tooltip("The target vector value.")]
[SerializeField] protected SharedVariable<Vector4> m_TargetVector = Vector4.zero;
[Tooltip("The animation duration.")]
[SerializeField] protected SharedVariable<float> m_Duration = 1.0f;
[Tooltip("The easing curve type.")]
[SerializeField] protected SmoothMoveTo.EasingType m_EasingType = SmoothMoveTo.EasingType.Linear;
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.
/// </summary>
/// <returns>The status of the action.</returns>
public override TaskStatus OnUpdate()
{
if (m_ResolvedRenderer == null) {
return TaskStatus.Failure;
}
if (m_Material == null) {
m_Material = m_ResolvedRenderer.material;
}
if (m_Material == null) {
return TaskStatus.Failure;
}
if (string.IsNullOrEmpty(m_PropertyName.Value)) {
return TaskStatus.Failure;
}
if (!m_Material.HasProperty(m_PropertyName.Value)) {
return TaskStatus.Failure;
}
m_ElapsedTime += Time.deltaTime;
var progress = Mathf.Clamp01(m_ElapsedTime / m_Duration.Value);
var easedProgress = ApplyEasing(progress);
switch (m_PropertyType) {
case PropertyType.Color:
m_Material.SetColor(m_PropertyName.Value, Color.Lerp(m_StartColor.Value, m_TargetColor.Value, easedProgress));
break;
case PropertyType.Float:
m_Material.SetFloat(m_PropertyName.Value, Mathf.Lerp(m_StartFloat.Value, m_TargetFloat.Value, easedProgress));
break;
case PropertyType.Vector:
m_Material.SetVector(m_PropertyName.Value, Vector4.Lerp(m_StartVector.Value, m_TargetVector.Value, easedProgress));
break;
}
if (progress >= 1.0f) {
return TaskStatus.Success;
}
return TaskStatus.Running;
}
/// <summary>
/// Applies easing to the value.
/// </summary>
private float ApplyEasing(float t)
{
switch (m_EasingType) {
case SmoothMoveTo.EasingType.EaseIn:
return t * t;
case SmoothMoveTo.EasingType.EaseOut:
return 1.0f - (1.0f - t) * (1.0f - t);
case SmoothMoveTo.EasingType.EaseInOut:
return t < 0.5f ? 2.0f * t * t : 1.0f - Mathf.Pow(-2.0f * t + 2.0f, 2.0f) / 2.0f;
default:
return t;
}
}
/// <summary>
/// Resets the action values back to their default.
/// </summary>
public override void Reset()
{
base.Reset();
m_PropertyName = "_Color";
m_PropertyType = PropertyType.Color;
m_StartColor = Color.white;
m_StartFloat = 0.0f;
m_StartVector = Vector4.zero;
m_TargetColor = Color.white;
m_TargetFloat = 1.0f;
m_TargetVector = Vector4.zero;
m_Duration = 1.0f;
m_EasingType = SmoothMoveTo.EasingType.Linear;
}
}
}
#endif