forked from BilalY/Rasagar
50 lines
2.2 KiB
C#
50 lines
2.2 KiB
C#
using UnityEngine.VFX;
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namespace UnityEngine.VFX.Utility
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{
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[AddComponentMenu("VFX/Property Binders/Light Binder")]
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[VFXBinder("Utility/Light")]
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class VFXLightBinder : VFXBinderBase
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{
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public string ColorProperty { get { return (string)m_ColorProperty; } set { m_ColorProperty = value; } }
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public string BrightnessProperty { get { return (string)m_BrightnessProperty; } set { m_ColorProperty = value; } }
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public string RadiusProperty { get { return (string)m_RadiusProperty; } set { m_RadiusProperty = value; } }
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[VFXPropertyBinding("UnityEngine.Color"), SerializeField, UnityEngine.Serialization.FormerlySerializedAs("m_ColorParameter")]
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protected ExposedProperty m_ColorProperty = "Color";
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[VFXPropertyBinding("System.Single"), SerializeField, UnityEngine.Serialization.FormerlySerializedAs("m_BrightnessParameter")]
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protected ExposedProperty m_BrightnessProperty = "Brightness";
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[VFXPropertyBinding("System.Single"), SerializeField, UnityEngine.Serialization.FormerlySerializedAs("m_RadiusParameter")]
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protected ExposedProperty m_RadiusProperty = "Radius";
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public Light Target = null;
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public bool BindColor = true;
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public bool BindBrightness = false;
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public bool BindRadius = false;
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public override bool IsValid(VisualEffect component)
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{
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return Target != null
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&& (!BindColor || component.HasVector4(ColorProperty))
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&& (!BindBrightness || component.HasFloat(BrightnessProperty))
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&& (!BindRadius || component.HasFloat(RadiusProperty))
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;
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}
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public override void UpdateBinding(VisualEffect component)
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{
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if (BindColor)
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component.SetVector4(ColorProperty, Target.color);
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if (BindBrightness)
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component.SetFloat(BrightnessProperty, Target.intensity);
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if (BindRadius)
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component.SetFloat(RadiusProperty, Target.range);
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}
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public override string ToString()
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{
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return string.Format("Light : '{0}' -> {1}", m_ColorProperty, Target == null ? "(null)" : Target.name);
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}
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}
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}
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