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