Super Knight : Enter the Dungeon
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2.9 KiB

using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Events;
using UnityEngine.Serialization;
public class ShaderControlValue : MonoBehaviour
{
[Space(10)]
public List<string> nameOn;
public List<ShaderValue> values_Init;
public List<ShaderValue> values_Play;
[Space(10)]
public bool isPlay = false;
public bool LOOP = false;
[Space(10)]
[Range(0, 5)]
public float duration = 3f;
Material material;
float durationSum = 0;
float timeCurve;
[Space(10)]
public Material mat;
Material matCopy;
public Material InitPlay()
{
if (matCopy == null && mat != null)
matCopy = new Material(mat);
if (matCopy)
{
InitPlay(matCopy);
return matCopy;
}
return null;
}
public void InitPlay(Material mat)
{
material = mat;
Play();
}
public void Init(Material mat, bool PLAY = false, bool LOOP = false)
{
material = mat;
if (PLAY)
{
this.LOOP = LOOP;
Play();
}
}
void Update()
{
if (isPlay && material != null)
{
durationSum += Time.deltaTime;
timeCurve = durationSum / duration;
for (int i = 0; i < values_Play.Count; i++)
material.SetFloat($"{values_Play[i].name}", values_Play[i].value * values_Play[i].curve.Evaluate(timeCurve));
if (isPlay && duration < durationSum)
{
durationSum = 0;
if (!LOOP)
{
if (OnEnd != null)
OnEnd();
if (KEEP)
{
isPlay = false;
enabled = isPlay;
}
else
{
Play(false, false, null);
OnEndPlay();
}
}
}
}
}
System.Action OnEnd;
bool KEEP = false;
public void Play(bool isPlay, bool LOOP, System.Action OnEnd, bool KEEP = false)
{
this.isPlay = isPlay;
this.LOOP = LOOP;
this.OnEnd = OnEnd;
this.KEEP = KEEP;
enabled = isPlay;
}
public void Play()
{
isPlay = true;
enabled = isPlay;
}
public void Stop()
{
if (isPlay)
{
if (OnEnd != null)
OnEnd();
isPlay = false;
enabled = isPlay;
}
}
[Serializable]
public class EndEvent : UnityEvent { }
[FormerlySerializedAs("onEnd")]
[SerializeField]
private EndEvent m_OnEnd = new EndEvent();
public EndEvent OnPlayEnd
{
get { return m_OnEnd; }
set { m_OnEnd = value; }
}
public void OnEndPlay()
{
OnPlayEnd.Invoke();
}
}