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

68 lines
2.0 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("Sets material render queue with validation.")]
public class SetRenderQueue : TargetGameObjectAction
{
[Tooltip("The render queue value.")]
[SerializeField] protected SharedVariable<int> m_RenderQueue = 2000;
private Renderer m_ResolvedRenderer;
private Material m_Material;
/// <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 render queue.
/// </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;
}
if (m_RenderQueue.Value >= 0 && m_RenderQueue.Value <= 5000) {
m_Material.renderQueue = m_RenderQueue.Value;
}
return TaskStatus.Success;
}
/// <summary>
/// Resets the action values back to their default.
/// </summary>
public override void Reset()
{
base.Reset();
m_RenderQueue = 2000;
}
}
}
#endif