FiE-Game/Assets/Highlighting System/Scripts/Highlighter.cs

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C#
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2023-07-27 13:48:00 +02:00
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
namespace HighlightingSystem
{
public partial class Highlighter : MonoBehaviour
{
#region Editable Parameters
// Constant highlighting turning on speed (common property for all Highlighters)
static private float constantOnSpeed = 4.5f;
// Constant highlighting turning off speed (common property for all Highlighters)
static private float constantOffSpeed = 4f;
// Default transparency cutoff value (used for shaders without _Cutoff property)
static private float transparentCutoff = 0.5f;
// Builtin layer reserved for the highlighting. This layer shouldn't be used for anything else in the project!
public const int highlightingLayer = 7;
// Only these types of Renderers will be highlighted
static public readonly List<System.Type> types = new List<System.Type>()
{
typeof(MeshRenderer),
typeof(SkinnedMeshRenderer),
typeof(SpriteRenderer),
typeof(ParticleRenderer),
typeof(ParticleSystemRenderer),
};
#endregion
#region Public Methods
/// <summary>
/// Renderers reinitialization.
/// Call this method if your highlighted object has changed it's materials, renderers or child objects.
/// Can be called multiple times per update - renderers reinitialization will occur only once.
/// </summary>
public void ReinitMaterials()
{
renderersDirty = true;
}
/// <summary>
/// Set color for one-frame highlighting mode.
/// </summary>
/// <param name='color'>
/// Highlighting color.
/// </param>
public void OnParams(Color color)
{
onceColor = color;
}
/// <summary>
/// Turn on one-frame highlighting.
/// </summary>
public void On()
{
// Highlight object only in this frame
once = true;
}
/// <summary>
/// Turn on one-frame highlighting with given color.
/// Can be called multiple times per update, color only from the latest call will be used.
/// </summary>
/// <param name='color'>
/// Highlighting color.
/// </param>
public void On(Color color)
{
// Set new color for one-frame highlighting
onceColor = color;
On();
}
/// <summary>
/// Set flashing parameters.
/// </summary>
/// <param name='color1'>
/// Starting color.
/// </param>
/// <param name='color2'>
/// Ending color.
/// </param>
/// <param name='freq'>
/// Flashing frequency (times per second).
/// </param>
public void FlashingParams(Color color1, Color color2, float freq)
{
flashingColorMin = color1;
flashingColorMax = color2;
flashingFreq = freq;
}
/// <summary>
/// Turn on flashing.
/// </summary>
public void FlashingOn()
{
flashing = true;
}
/// <summary>
/// Turn on flashing from color1 to color2.
/// </summary>
/// <param name='color1'>
/// Starting color.
/// </param>
/// <param name='color2'>
/// Ending color.
/// </param>
public void FlashingOn(Color color1, Color color2)
{
flashingColorMin = color1;
flashingColorMax = color2;
FlashingOn();
}
/// <summary>
/// Turn on flashing from color1 to color2 with given frequency.
/// </summary>
/// <param name='color1'>
/// Starting color.
/// </param>
/// <param name='color2'>
/// Ending color.
/// </param>
/// <param name='freq'>
/// Flashing frequency (times per second).
/// </param>
public void FlashingOn(Color color1, Color color2, float freq)
{
flashingFreq = freq;
FlashingOn(color1, color2);
}
/// <summary>
/// Turn on flashing with given frequency.
/// </summary>
/// <param name='f'>
/// Flashing frequency (times per second).
/// </param>
public void FlashingOn(float freq)
{
flashingFreq = freq;
FlashingOn();
}
/// <summary>
/// Turn off flashing.
/// </summary>
public void FlashingOff()
{
flashing = false;
}
/// <summary>
/// Switch flashing mode.
/// </summary>
public void FlashingSwitch()
{
flashing = !flashing;
}
/// <summary>
/// Set constant highlighting color.
/// </summary>
/// <param name='color'>
/// Constant highlighting color.
/// </param>
public void ConstantParams(Color color)
{
constantColor = color;
}
/// <summary>
/// Fade in constant highlighting.
/// </summary>
public void ConstantOn()
{
// Enable constant highlighting
constantly = true;
// Start transition
transitionActive = true;
}
/// <summary>
/// Fade in constant highlighting with given color.
/// </summary>
/// <param name='color'>
/// Constant highlighting color.
/// </param>
public void ConstantOn(Color color)
{
// Set constant highlighting color
constantColor = color;
ConstantOn();
}
/// <summary>
/// Fade out constant highlighting.
/// </summary>
public void ConstantOff()
{
// Disable constant highlighting
constantly = false;
// Start transition
transitionActive = true;
}
/// <summary>
/// Switch Constant Highlighting.
/// </summary>
public void ConstantSwitch()
{
// Switch constant highlighting
constantly = !constantly;
// Start transition
transitionActive = true;
}
/// <summary>
/// Turn on constant highlighting immediately (without fading in).
/// </summary>
public void ConstantOnImmediate()
{
constantly = true;
// Set transition value to 1
transitionValue = 1f;
// Stop transition
transitionActive = false;
}
/// <summary>
/// Turn on constant highlighting with given color immediately (without fading in).
/// </summary>
/// <param name='color'>
/// Constant highlighting color.
/// </param>
public void ConstantOnImmediate(Color color)
{
// Set constant highlighting color
constantColor = color;
ConstantOnImmediate();
}
/// <summary>
/// Turn off constant highlighting immediately (without fading out).
/// </summary>
public void ConstantOffImmediate()
{
constantly = false;
// Set transition value to 0
transitionValue = 0f;
// Stop transition
transitionActive = false;
}
/// <summary>
/// Switch constant highlighting immediately (without fading in/out).
/// </summary>
public void ConstantSwitchImmediate()
{
constantly = !constantly;
// Set transition value to the final value
transitionValue = constantly ? 1f : 0f;
// Stop transition
transitionActive = false;
}
/// <summary>
/// Enable see-through mode
/// </summary>
public void SeeThroughOn()
{
seeThrough = true;
}
/// <summary>
/// Disable see-through mode
/// </summary>
public void SeeThroughOff()
{
seeThrough = false;
}
/// <summary>
/// Switch see-through mode
/// </summary>
public void SeeThroughSwitch()
{
seeThrough = !seeThrough;
}
/// <summary>
/// Enable occluder mode. Non-see-through occluders will be used only in case frame depth buffer is not accessible.
/// </summary>
public void OccluderOn()
{
occluder = true;
}
/// <summary>
/// Disable occluder mode. Non-see-through occluders will be used only in case frame depth buffer is not accessible.
/// </summary>
public void OccluderOff()
{
occluder = false;
}
/// <summary>
/// Switch occluder mode. Non-see-through occluders will be used only in case frame depth buffer is not accessible.
/// </summary>
public void OccluderSwitch()
{
occluder = !occluder;
}
/// <summary>
/// Turn off all types of highlighting.
/// </summary>
public void Off()
{
once = false;
flashing = false;
constantly = false;
// Set transition value to 0
transitionValue = 0f;
// Stop transition
transitionActive = false;
}
/// <summary>
/// Destroy this Highlighter component.
/// </summary>
public void Die()
{
Destroy(this);
}
#endregion
}
}