#if VFX_HAS_PHYSICS using UnityEngine.VFX; namespace UnityEngine.VFX.Utility { [AddComponentMenu("VFX/Property Binders/Sphere Collider Binder")] [VFXBinder("Collider/Sphere")] class VFXSphereBinder : VFXBinderBase { public string Property { get { return (string)m_Property; } set { m_Property = value; UpdateSubProperties(); } } [VFXPropertyBinding("UnityEditor.VFX.Sphere"), SerializeField, UnityEngine.Serialization.FormerlySerializedAs("m_Parameter")] protected ExposedProperty m_Property = "Sphere"; public SphereCollider Target = null; private ExposedProperty Center; private ExposedProperty Radius; protected override void OnEnable() { base.OnEnable(); UpdateSubProperties(); } void OnValidate() { UpdateSubProperties(); } void UpdateSubProperties() { Center = m_Property + "_center"; Radius = m_Property + "_radius"; } public override bool IsValid(VisualEffect component) { return Target != null && component.HasVector3(Center) && component.HasFloat(Radius); } public override void UpdateBinding(VisualEffect component) { component.SetVector3(Center, Target.transform.position + Target.center); component.SetFloat(Radius, Target.radius * GetSphereColliderScale(Target.transform.localScale)); } public float GetSphereColliderScale(Vector3 scale) { return Mathf.Max(scale.x, Mathf.Max(scale.y, scale.z)); } public override string ToString() { return string.Format("Sphere : '{0}' -> {1}", m_Property, Target == null ? "(null)" : Target.name); } } } #endif