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57 lines
2.0 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
namespace AllIn1SpriteShader
{
public class All1TextureOffsetOverTime : MonoBehaviour
{
[SerializeField] private string texturePropertyName = "_MainTex";
[SerializeField] private Vector2 offsetSpeed = Vector2.zero;
[SerializeField, Header("If missing will search object Sprite Renderer or UI Image")]
private Material mat;
private int textureShaderId;
private Vector2 currOffset = Vector2.zero;
private void Start()
{
//Get material if missing
if (mat == null)
{
SpriteRenderer sr = GetComponent<SpriteRenderer>();
if (sr != null) mat = sr.material;
else
{
Image i = GetComponent<Image>();
if (i != null) mat = i.material;
}
}
//Show error message if material or textureName property error
//Otherwise cache shader property ID
if (mat == null) DestroyComponentAndLogError(gameObject.name + " has no valid Material, deleting All1TextureOffsetOverTIme component");
else
{
if (mat.HasProperty(texturePropertyName)) textureShaderId = Shader.PropertyToID(texturePropertyName);
else DestroyComponentAndLogError(gameObject.name + "'s Material doesn't have a " + texturePropertyName + " property");
}
}
public void Update()
{
//Update currOffset and update shader property
currOffset.x += offsetSpeed.x * Time.deltaTime;
currOffset.y += offsetSpeed.y * Time.deltaTime;
mat.SetTextureOffset(textureShaderId, currOffset);
}
private void DestroyComponentAndLogError(string logError)
{
Debug.LogError(logError);
Destroy(this);
}
}
}