CapersProject/Assets/Plugins/AllIn1VfxToolkit/Scripts/AllIn1VfxScrollShaderTexture.cs
SweetJJuya 11bc3b60ca 임시
2025-02-10 14:47:48 +09:00

136 lines
5.0 KiB
C#

using System;
using UnityEngine;
namespace AllIn1VfxToolkit
{
public class AllIn1VfxScrollShaderTexture : MonoBehaviour
{
[SerializeField] private string texturePropertyName = "_MainTex";
[SerializeField] private Vector2 scrollSpeed = Vector2.zero;
[Space, Header("True changes tex offset, false to change tex scale")] [SerializeField]
private bool textureOffset = true;
[Header("There are 3 modifiers, just pick 1")]
[Space, SerializeField] private bool backAndForth;
[SerializeField] private Vector2 maxValue = Vector2.one;
private Vector2 iniValue = Vector2.zero;
private bool goingUpX, goingUpY;
[Space, SerializeField] private bool applyModulo;
[SerializeField] private Vector2 modulo = Vector2.one;
[Space, SerializeField] private bool stopAtValue;
[SerializeField] private Vector2 stopValue = Vector2.zero;
[Space, SerializeField, Header("If missing uses an instance of the currently used Material")]
private Material mat;
private Material originalMat;
private bool restoreMaterialOnDisable = false;
private int propertyShaderID;
private Vector2 currValue = Vector2.zero;
private void Start()
{
//Get material if missing
if(mat == null) mat = GetComponent<Renderer>().material;
else
{
originalMat = new Material(mat);
restoreMaterialOnDisable = true;
}
//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 AllIn1VfxScrollShaderTexture component");
else
{
if (mat.HasProperty(texturePropertyName)) propertyShaderID = Shader.PropertyToID(texturePropertyName);
else DestroyComponentAndLogError(gameObject.name + "'s Material doesn't have a " + texturePropertyName + " texture property");
if(textureOffset) currValue = mat.GetTextureOffset(texturePropertyName);
else currValue = mat.GetTextureScale(texturePropertyName);
if(backAndForth || stopAtValue)
{
iniValue = currValue;
goingUpX = iniValue.x < maxValue.x;
if(!goingUpX && scrollSpeed.x > 0) scrollSpeed *= -1f;
if(goingUpX && scrollSpeed.x < 0) scrollSpeed *= -1f;
goingUpY = iniValue.y < maxValue.y;
if(!goingUpY && scrollSpeed.y > 0) scrollSpeed *= -1f;
if(goingUpY && scrollSpeed.y < 0) scrollSpeed *= -1f;
}
}
}
private bool isValid = true;
private void Update()
{
if(mat == null)
{
if(isValid)
{
Debug.LogError("The object " + gameObject.name + " has no Material and you are trying to access it. Please take a look");
isValid = false;
}
return;
}
currValue += scrollSpeed * Time.deltaTime;
if(backAndForth)
{
if(goingUpX && currValue.x >= maxValue.x) FlipGoingUp(true);
else if(!goingUpX && currValue.x <= iniValue.x) FlipGoingUp(true);
if(goingUpY && currValue.y >= maxValue.y) FlipGoingUp(false);
else if(!goingUpY && currValue.y <= iniValue.y) FlipGoingUp(false);
}
if(applyModulo)
{
currValue.x %= modulo.x;
currValue.y %= modulo.y;
}
if(stopAtValue)
{
if(goingUpX && currValue.x >= stopValue.x) scrollSpeed.x = 0f;
else if(!goingUpX && currValue.x <= stopValue.x) scrollSpeed.x = 0f;
if(goingUpY && currValue.y >= stopValue.y) scrollSpeed.y = 0f;
else if(!goingUpY && currValue.y <= stopValue.y) scrollSpeed.y = 0f;
}
if(textureOffset) mat.SetTextureOffset(propertyShaderID, currValue);
else mat.SetTextureScale(propertyShaderID, currValue);
}
private void FlipGoingUp(bool isXComponent)
{
if(isXComponent)
{
goingUpX = !goingUpX;
scrollSpeed.x *= -1f;
}
else
{
goingUpY = !goingUpY;
scrollSpeed.y *= -1f;
}
}
private void DestroyComponentAndLogError(string logError)
{
Debug.LogError(logError);
Destroy(this);
}
private void OnDisable()
{
if(restoreMaterialOnDisable) mat.CopyPropertiesFromMaterial(originalMat);
}
}
}