// (c) Copyright HutongGames, LLC 2010-2013. All rights reserved. using System; using UnityEngine; namespace HutongGames.PlayMaker.Actions { [ActionCategory("Substance")] [Tooltip("Set a named float property in a Substance material. NOTE: Use Rebuild Textures after setting Substance properties.")] #if UNITY_2017_3 #pragma warning disable 0618 [Obsolete("Built-in support for Substance Designer materials has been deprecated and will be removed in Unity 2018.1. " + "To continue using Substance Designer materials in Unity 2018.1, you will need to install a suitable " + "third-party external importer from the Asset Store.")] #endif public class SetProceduralFloat : FsmStateAction { [RequiredField] [Tooltip("The Substance Material.")] public FsmMaterial substanceMaterial; [RequiredField] [Tooltip("The named float property in the material.")] public FsmString floatProperty; [RequiredField] [Tooltip("The value to set the property to.")] public FsmFloat floatValue; [Tooltip("NOTE: Updating procedural materials every frame can be very slow!")] public bool everyFrame; public override void Reset() { substanceMaterial = null; floatProperty = ""; floatValue = 0f; everyFrame = false; } public override void OnEnter() { DoSetProceduralFloat(); if (!everyFrame) { Finish(); } } public override void OnUpdate() { DoSetProceduralFloat(); } private void DoSetProceduralFloat() { #if !(UNITY_2018_1_OR_NEWER || UNITY_IPHONE || UNITY_IOS || UNITY_ANDROID || UNITY_NACL || UNITY_FLASH || UNITY_PS3 || UNITY_PS4 || UNITY_XBOXONE || UNITY_BLACKBERRY || UNITY_METRO || UNITY_WP8 || UNITY_WIIU || UNITY_PSM || UNITY_WEBGL || UNITY_SWITCH ) var substance = substanceMaterial.Value as ProceduralMaterial; if (substance == null) { LogError("The Material is not a Substance Material!"); return; } substance.SetProceduralFloat(floatProperty.Value, floatValue.Value); #endif } } }