using UnityEngine.VFX; namespace UnityEngine.VFX.Utility { [AddComponentMenu("VFX/Property Binders/Enabled Binder")] [VFXBinder("GameObject/Enabled")] class VFXEnabledBinder : VFXBinderBase { public enum Check { ActiveInHierarchy = 0, ActiveSelf = 1 } public string Property { get { return (string)m_Property; } set { m_Property = value; } } public Check check = Check.ActiveInHierarchy; [VFXPropertyBinding("System.Boolean"), SerializeField, UnityEngine.Serialization.FormerlySerializedAs("m_Parameter")] protected ExposedProperty m_Property = "Enabled"; public GameObject Target = null; public override bool IsValid(VisualEffect component) { return Target != null && component.HasBool(m_Property); } public override void UpdateBinding(VisualEffect component) { component.SetBool(m_Property, check == 0 ? Target.activeInHierarchy : Target.activeSelf); } public override string ToString() { return string.Format("{2} : '{0}' -> {1}", m_Property, Target == null ? "(null)" : Target.name, check); } } }