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75 行
2.6 KiB
75 行
2.6 KiB
using System;
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using Unity.VisualScripting;
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using UnityEngine;
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[UnitCategory("Custom")]
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public class UpdateDoorStencilNode : Unit
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{
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[DoNotSerialize]
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public ControlInput enter { get; private set; }
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[DoNotSerialize]
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public ControlOutput exit { get; private set; }
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protected override void Definition()
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{
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enter = ControlInput("enter", (flow) =>
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{
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// Check if the variable exists in the flow variables
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if (flow.variables.IsDefined("CurrentDoor") && flow.variables.IsDefined("PreMaskVal"))
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{
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// Get the current game object
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var gameObject = flow.stack.gameObject;
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// Get the Current Door and PreMaskVal variables from the flow variables
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var currentDoor = flow.variables.Get<GameObject>("CurrentDoor");
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var preMaskVal = flow.variables.Get<int>("PreMaskVal");
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// Get the material from the current door game object
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if (currentDoor != null)
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{
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var renderer = currentDoor.GetComponent<Renderer>();
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if (renderer != null)
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{
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var material = renderer.material;
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if (material != null)
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{
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// Update the stencil mask to PreMaskVal
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material.SetInt("_StencilMask", preMaskVal);
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}
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}
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}
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// Update the Current Door and PreMaskVal variables
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flow.variables.Set("CurrentDoor", gameObject);
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// Get the new material and store its current Stencil Mask value to PreMaskVal
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var newRenderer = gameObject.GetComponent<Renderer>();
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if (newRenderer != null)
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{
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var newMaterial = newRenderer.material;
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if (newMaterial != null)
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{
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flow.variables.Set("PreMaskVal", newMaterial.GetInt("_StencilMask"));
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// Set the current game object's stencil mask to 0
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newMaterial.SetInt("_StencilMask", 0);
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}
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}
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}
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else
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{
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Debug.LogWarning("CurrentDoor and/or PreMaskVal variables are not set in the Visual Scripting flow.");
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}
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return exit; // Continue execution
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});
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exit = ControlOutput("exit");
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Succession(enter, exit);
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}
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}
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