Files
modular-vr/Assets/Station46/Runtime/Emission.cs
2023-03-22 07:54:00 +01:00

71 lines
1.7 KiB
C#

using NaughtyAttributes;
using UnityEngine;
namespace EscapeRoomEngine.Desert.Runtime
{
/// <summary>
/// A general component for controlling the emission of an object.
/// </summary>
public class Emission : MonoBehaviour
{
private static readonly int EmissionColorNameID = Shader.PropertyToID("_EmissionColor");
[Tooltip("The colour of the emission.")]
[ColorUsage(false, true)]
public Color color;
[BoxGroup("Internal")] [Required]
public MeshRenderer emissionRenderer;
/// <summary>
/// Whether the emission is on.
/// </summary>
internal bool active;
private bool _previousActive;
private Color _previousColor;
private Material _material;
private void Awake()
{
_material = emissionRenderer.material;
}
private void Start()
{
ChangedToggle();
ChangedColor();
}
private void Update()
{
if (_previousActive != active)
{
ChangedToggle();
_previousActive = active;
}
if (!_previousColor.Equals(color))
{
ChangedColor();
_previousColor = color;
}
}
private void ChangedToggle()
{
if (active)
{
_material.EnableKeyword("_EMISSION");
}
else
{
_material.DisableKeyword("_EMISSION");
}
}
private void ChangedColor()
{
_material.SetColor(EmissionColorNameID, color);
}
}
}