using UnityEngine; using UnityEngine.UI; using UnityEngine.EventSystems; #if UNITY_EDITOR using UnityEditor; using UnityEditor.SceneManagement; #endif namespace Unity.UI.Shaders.Sample { /// /// A simple Meter. /// [AddComponentMenu("UI/ShaderGraph Samples/Meter")] [RequireComponent(typeof(Graphic))] [DisallowMultipleComponent] public class Meter : UIBehaviour, IMaterialModifier { [SerializeField, Range(0f, 1f)] private float _value = 0.5f; private static readonly string _sliderValuePropertyName = "_MeterValue"; protected Material _material; private int? _meterValuePropertyId; private Graphic _graphic; public Graphic Graphic { get { if (_graphic == null) _graphic = GetComponent(); return _graphic; } } public float Value { get => _value; set { _value = value; Graphic.SetMaterialDirty(); } } protected int MeterValuePropertyId { get { if (!_meterValuePropertyId.HasValue) _meterValuePropertyId = Shader.PropertyToID(_sliderValuePropertyName); return _meterValuePropertyId.Value; } } #if UNITY_EDITOR [SerializeField, HideInInspector] Material defaultMaterial; protected internal void AssignDefaultMaterial() { if (defaultMaterial != null) Graphic.material = defaultMaterial; } protected override void Reset() { base.Reset(); Value = _value; } protected override void OnValidate() { base.OnValidate(); //Graphic.SetMaterialDirty(); // this makes the Editor hick up when changing the value // So instead, we just change the material, but if another IMaterialModifier was added after this, // this will have no visible effect. if (_material != null && _material.HasFloat(MeterValuePropertyId)) _material.SetFloat(MeterValuePropertyId, Value); } #endif protected override void Start() { base.Start(); Value = _value; } protected override void OnDidApplyAnimationProperties() { base.OnDidApplyAnimationProperties(); Value = _value; } public virtual Material GetModifiedMaterial(Material baseMaterial) { _material = new Material(baseMaterial); if (_material.HasFloat(MeterValuePropertyId)) _material.SetFloat(MeterValuePropertyId, Value); return _material; } #if UNITY_EDITOR [MenuItem("GameObject/UI/ShaderGraph Samples/Meter", false, 30)] static void CreateToggleGameObject(MenuCommand command) { GameObject go = ObjectFactory.CreateGameObject("Meter", new System.Type[] { typeof(RectTransform), typeof(CanvasRenderer), typeof(Image), typeof(RectTransformSize), typeof(Meter) }); StageUtility.PlaceGameObjectInCurrentStage(go); go.GetComponent().AssignDefaultMaterial(); Undo.RegisterCreatedObjectUndo(go, "Create " + go.name); GameObject contextObject = command.context as GameObject; if (contextObject != null) { GameObjectUtility.SetParentAndAlign(go, contextObject); Undo.SetTransformParent(go.transform, contextObject.transform, "Parent " + go.name); } Selection.activeGameObject = go; } #endif } }