2021-09-09 20:42:29 -04:00

37 lines
1.2 KiB
C#

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);
}
}
}