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PlumberUltimateAds/Assets/AllIn1SpriteShader/Demo/Scripts/AllIn1ScrollProperty.cs

62 lines
2.1 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
namespace AllIn1SpriteShader
{
public class AllIn1ScrollProperty : MonoBehaviour
{
[SerializeField] private string numericPropertyName = "_RotateUvAmount";
[SerializeField] private float scrollSpeed = 0f;
[Space, SerializeField] private bool applyModulo = false;
[SerializeField] private float modulo = 1f;
[Space, SerializeField, Header("If missing will search object Sprite Renderer or UI Image")]
private Material mat;
private int propertyShaderID;
private float currValue;
public 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 numericPropertyName property error
//Otherwise cache shader property ID
if (mat == null) DestroyComponentAndLogError(gameObject.name + " has no valid Material, deleting All1TextureOffsetOverTIme component");
else
{
if (mat.HasProperty(numericPropertyName)) propertyShaderID = Shader.PropertyToID(numericPropertyName);
else DestroyComponentAndLogError(gameObject.name + "'s Material doesn't have a " + numericPropertyName + " property");
currValue = mat.GetFloat(propertyShaderID);
}
}
private void Update()
{
//Update currOffset and update shader property
currValue += scrollSpeed * Time.deltaTime;
if (applyModulo) currValue %= modulo;
mat.SetFloat(propertyShaderID, currValue);
}
private void DestroyComponentAndLogError(string logError)
{
Debug.LogError(logError);
Destroy(this);
}
}
}