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