// (c) Copyright HutongGames, LLC 2010-2013. All rights reserved. using UnityEngine; namespace HutongGames.PlayMaker.Actions { [ActionCategory(ActionCategory.Material)] [Tooltip("Sets a named float in a game object's material.")] public class SetMaterialFloat : ComponentAction { [Tooltip("The GameObject that the material is applied to.")] [CheckForComponent(typeof(Renderer))] public FsmOwnerDefault gameObject; [Tooltip("GameObjects can have multiple materials. Specify an index to target a specific material.")] public FsmInt materialIndex; [Tooltip("Alternatively specify a Material instead of a GameObject and Index.")] public FsmMaterial material; [RequiredField] [Tooltip("A named float parameter in the shader.")] public FsmString namedFloat; [RequiredField] [Tooltip("Set the parameter value.")] public FsmFloat floatValue; [Tooltip("Repeat every frame. Useful if the value is animated.")] public bool everyFrame; public override void Reset() { gameObject = null; materialIndex = 0; material = null; namedFloat = ""; floatValue = 0f; everyFrame = false; } public override void OnEnter() { DoSetMaterialFloat(); if (!everyFrame) { Finish(); } } public override void OnUpdate () { DoSetMaterialFloat(); } void DoSetMaterialFloat() { if (material.Value != null) { material.Value.SetFloat(namedFloat.Value, floatValue.Value); return; } var go = Fsm.GetOwnerDefaultTarget(gameObject); if (!UpdateCache(go)) { return; } if (renderer.material == null) { LogError("Missing Material!"); return; } if (materialIndex.Value == 0) { renderer.material.SetFloat(namedFloat.Value, floatValue.Value); } else if (renderer.materials.Length > materialIndex.Value) { var materials = renderer.materials; materials[materialIndex.Value].SetFloat(namedFloat.Value, floatValue.Value); renderer.materials = materials; } } } }