using GameplayIngredients.Actions; using UnityEngine; using UnityEngine.VFX; using NaughtyAttributes; using UnityEngine.Serialization; public class VFXSetPropertyAction : ActionBase { public enum DataType { Bool, Float, Vector2, Vector3, Vector4, Texture2D, Texture3D, UInt, Int } public VisualEffect visualEffect; [FormerlySerializedAs("parameter")] public string property = "Property"; public bool Override = true; [SerializeField] protected DataType dataType = DataType.Float; [ShowIf("isBool")] public bool BoolValue = false; [ShowIf("isFloat")] public float FloatValue = 0.0f; [ShowIf("isVector2")] public Vector2 Vector2Value = Vector2.zero; [ShowIf("isVector3")] public Vector3 Vector3Value = Vector3.zero; [ShowIf("isVector4")] public Vector4 Vector4Value = Vector4.zero; [ShowIf("isTexture2D")] public Texture2D Texture2DValue; [ShowIf("isTexture3D")] public Texture3D Texture3DValue; [ShowIf("isUInt")] public uint UIntValue = 0; [ShowIf("isInt")] public int IntValue = 0; public override void Execute(GameObject instigator = null) { int id = Shader.PropertyToID(property); if(HasParameter(id)) { if (!Override) visualEffect.ResetOverride(id); else { switch (dataType) { case DataType.Bool: visualEffect.SetBool(id, BoolValue); break; case DataType.Float: visualEffect.SetFloat(id, FloatValue); break; case DataType.Vector2: visualEffect.SetVector2(id, Vector2Value); break; case DataType.Vector3: visualEffect.SetVector3(id, Vector3Value); break; case DataType.Vector4: visualEffect.SetVector4(id, Vector4Value); break; case DataType.Texture2D: visualEffect.SetTexture(id, Texture2DValue); break; case DataType.Texture3D: visualEffect.SetTexture(id, Texture3DValue); break; case DataType.UInt: visualEffect.SetUInt(id, UIntValue); break; case DataType.Int: visualEffect.SetInt(id, IntValue); break; } } } } bool HasParameter(int id) { switch(dataType) { case DataType.Bool: return visualEffect.HasBool(id); case DataType.Float: return visualEffect.HasFloat(id); case DataType.Vector2: return visualEffect.HasVector2(id); case DataType.Vector3: return visualEffect.HasVector3(id); case DataType.Vector4: return visualEffect.HasVector4(id); case DataType.Texture2D: return visualEffect.HasTexture(id); case DataType.Texture3D: return visualEffect.HasTexture(id); case DataType.UInt: return visualEffect.HasUInt(id); case DataType.Int: return visualEffect.HasInt(id); } return false; } public override string GetDefaultName() { if (!Override) return $"Reset VFX override for property :'{property}' ({dataType})"; else { switch (dataType) { case DataType.Bool: return $"{visualEffect.name} {property} {BoolValue} "; case DataType.Float: return $"{visualEffect.name} {property} {FloatValue} "; case DataType.Vector2: return $"{visualEffect.name} {property} {Vector2Value} "; case DataType.Vector3: return $"{visualEffect.name} {property} {Vector3Value} "; case DataType.Vector4: return $"{visualEffect.name} {property} {Vector4Value} "; case DataType.Texture2D: return $"{visualEffect.name} {property} {Texture2DValue} "; case DataType.Texture3D: return $"{visualEffect.name} {property} {Texture3DValue} "; case DataType.UInt: return $"{visualEffect.name} {property} {UIntValue} "; case DataType.Int: return $"{visualEffect.name} {property} {IntValue} "; default: return $"Set VFX property :'{property}'"; } } } bool isBool() { return dataType == DataType.Bool; } bool isFloat() { return dataType == DataType.Float; } bool isVector2() { return dataType == DataType.Vector2; } bool isVector3() { return dataType == DataType.Vector3; } bool isVector4() { return dataType == DataType.Vector4; } bool isTexture2D() { return dataType == DataType.Texture2D; } bool isTexture3D() { return dataType == DataType.Texture3D; } bool isUInt() { return dataType == DataType.UInt; } bool isInt() { return dataType == DataType.Int; } }