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CrowdControl/Assets/Feel/MMTools/Tools/MMVFX/Scripts/MMPanningTexture.cs

97 lines
2.8 KiB
C#

using UnityEngine;
using System.Collections;
using UnityEngine.UI;
using MoreMountains.Tools;
namespace MoreMountains.Tools
{
/// <summary>
/// Use this class on a sprite or mesh to have its texture pan according to the specified speed
/// You can also force a sorting layer name
/// </summary>
[AddComponentMenu("More Mountains/Tools/VFX/PanningTexture")]
public class MMPanningTexture : MonoBehaviour
{
[MMInformation("This script will let you pan a texture on an attached Renderer.",MoreMountains.Tools.MMInformationAttribute.InformationType.Info,false)]
/// whether or not this texture should pan
public bool TextureShouldPan = true;
/// the speed at which the texture pans
public Vector2 Speed = new Vector2(10,10);
/// the name of the sorting layer to render the texture at
public string SortingLayerName = "Above";
/// the property name, for example "_MainTex"
[Tooltip("the property name, for example _MainTex")]
public string MaterialPropertyName = "_MainTex_ST";
/// the index of the material
[Tooltip("the index of the material")]
public int MaterialIndex = 0;
protected RawImage _rawImage;
protected Renderer _renderer;
protected Vector4 _position = Vector4.one;
protected Vector4 _speed;
protected MaterialPropertyBlock _propertyBlock;
/// <summary>
/// On start, grabs the renderer and/or raw image
/// </summary>
protected virtual void Start()
{
_renderer = GetComponent<Renderer>();
if ((_renderer != null) && (!string.IsNullOrEmpty(SortingLayerName)))
{
_renderer.sortingLayerName = SortingLayerName;
_propertyBlock = new MaterialPropertyBlock();
_renderer.GetPropertyBlock(_propertyBlock);
}
_position.x = _renderer.sharedMaterials[MaterialIndex].GetVector(MaterialPropertyName).x;
_position.y = _renderer.sharedMaterials[MaterialIndex].GetVector(MaterialPropertyName).y;
_rawImage = GetComponent<RawImage>();
_speed = new Vector4(0f, 0f, Speed.x, Speed.y);
}
/// <summary>
/// On update, moves the texture around according to the specified speed
/// </summary>
protected virtual void Update()
{
if (!TextureShouldPan)
{
return;
}
if ((_rawImage == null) && (_renderer == null))
{
return;
}
_speed.z = Speed.x;
_speed.w = Speed.y;
_position += (_speed / 300) * Time.deltaTime;
// position reset
if (_position.z > 1.0f)
{
_position.z -= 1.0f;
}
if (_position.w > 1.0f)
{
_position.w -= 1.0f;
}
if (_renderer != null)
{
_renderer.GetPropertyBlock(_propertyBlock);
_propertyBlock.SetVector(MaterialPropertyName, _position);
_renderer.SetPropertyBlock(_propertyBlock, MaterialIndex);
}
if (_rawImage != null)
{
_rawImage.material.mainTextureOffset = _position;
}
}
}
}