68 lines
2.0 KiB
C#
68 lines
2.0 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("Sets material render queue with validation.")]
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public class SetRenderQueue : TargetGameObjectAction
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{
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[Tooltip("The render queue value.")]
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[SerializeField] protected SharedVariable<int> m_RenderQueue = 2000;
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private Renderer m_ResolvedRenderer;
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private Material m_Material;
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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_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 render queue.
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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.Success;
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}
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if (m_Material == null) {
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m_Material = m_ResolvedRenderer.material;
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}
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if (m_Material == null) {
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return TaskStatus.Success;
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}
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if (m_RenderQueue.Value >= 0 && m_RenderQueue.Value <= 5000) {
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m_Material.renderQueue = m_RenderQueue.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_RenderQueue = 2000;
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}
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}
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}
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#endif |