61 lines
1.5 KiB
C#
61 lines
1.5 KiB
C#
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using UnityEngine;
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using UnityEngine.Events;
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namespace VRBeats
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{
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public class MaterialBindings : MonoBehaviour
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{
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[SerializeField] private Renderer[] renderArray = null;
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[SerializeField] private UnityEvent onSetMaterialColor = null;
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public void SetBaseColor(Color c)
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{
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SetColorBinding("_BaseColor" , c);
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}
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public void SetEmmisiveColor(Color c)
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{
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SetColorBinding("_EmissionColor", c );
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onSetMaterialColor.Invoke();
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}
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public Color GetEmmisiveColor()
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{
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return renderArray[0].material.GetColor("_EmissionColor");
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}
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public void SetUseEmmisiveIntensity(bool value)
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{
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SetIntegerBinding("_UseEmissiveIntensity", value ? 1 : 0);
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}
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private void SetColorBinding(string binding ,Color c)
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{
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for (int n = 0; n < renderArray.Length; n++)
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{
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renderArray[n].material.SetColor(binding , c);
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}
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}
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private void SetFloatBinding(string binding, float v)
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{
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for (int n = 0; n < renderArray.Length; n++)
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{
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renderArray[n].material.SetFloat(binding, v);
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}
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}
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private void SetIntegerBinding(string binding, int v)
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{
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for (int n = 0; n < renderArray.Length; n++)
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{
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renderArray[n].material.SetInt(binding, v);
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}
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}
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}
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}
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