rabidus-test/Assets/SCSM/SciFiShipController/Demos/Scripts/DemoSSCChangeMaterial.cs

244 lines
9.5 KiB
C#

using UnityEngine;
// Sci-Fi Ship Controller. Copyright (c) 2018-2023 SCSM Pty Ltd. All rights reserved.
namespace SciFiShipController
{
public class DemoSSCChangeMaterial : MonoBehaviour
{
#region Public Variables
public MeshRenderer objectMeshRenderer = null;
[Header("Group1 Material")]
[Range(0, 9)] public int group1MatElementIndex = 0;
public Material[] group1Materials;
[Header("Group2 Material")]
[Range(0, 9)] public int group2MatElementIndex = 1;
public Material[] group2Materials;
[Header("Group3 Material")]
[Range(0, 9)] public int group3MatElementIndex = 2;
public Material[] group3Materials;
#endregion
#region Private Variables
private bool isInitialised = false;
private Material[] materialAray;
private int numMaterialsOnObject = 0;
private bool[] isGroupValid;
private int[] currentGroupMatIndex;
private int[] numMaterialsArray;
#endregion
#region Initialise Methods
// Start is called before the first frame update
void Start()
{
if (objectMeshRenderer == null)
{
#if UNITY_EDITOR
Debug.LogWarning("ERROR DemoSSCChangeMaterial - could not find mesh renderer for " + name);
#endif
}
else
{
materialAray = objectMeshRenderer.materials;
numMaterialsOnObject = materialAray == null ? 0 : materialAray.Length;
numMaterialsArray = new int[]
{ group1Materials == null ? 0 : group1Materials.Length,
group2Materials == null ? 0 : group2Materials.Length,
group3Materials == null ? 0 : group3Materials.Length };
if (numMaterialsOnObject < 1)
{
#if UNITY_EDITOR
Debug.LogWarning("ERROR DemoSSCChangeMaterial - could not find any materials on the mesh renderer (" + objectMeshRenderer.name + ") for " + name);
#endif
}
// Are there any materials to change?
else if (numMaterialsArray != null && numMaterialsArray.Length == 3 && (numMaterialsArray[0] > 0 || numMaterialsArray[1] > 0 || numMaterialsArray[2] > 0))
{
isGroupValid = new bool[] { false, false, false };
ValidateGroup(1);
ValidateGroup(2);
ValidateGroup(3);
// At least one of the groups must be valid
if (isGroupValid[0] || isGroupValid[1] && isGroupValid[2])
{
currentGroupMatIndex = new int[] { 0, 0, 0 };
isInitialised = true;
}
}
}
}
private bool ValidateGroup(int groupNumber)
{
int groupMatElementIndex = groupNumber == 1 ? group1MatElementIndex : groupNumber == 2 ? group2MatElementIndex : group3MatElementIndex;
isGroupValid[groupNumber - 1] = numMaterialsArray[groupNumber - 1] > 0 && groupMatElementIndex >= 0 && groupMatElementIndex < numMaterialsOnObject;
if (!isGroupValid[groupNumber - 1] && numMaterialsArray[groupNumber - 1] > 0 && (groupMatElementIndex < 0 || groupMatElementIndex > numMaterialsOnObject - 1))
{
#if UNITY_EDITOR
Debug.LogWarning("ERROR DemoSSCChangeMaterial - group" + groupNumber + "MatElementIndex for " + name + " must be in the range 0 to " + (numMaterialsOnObject - 1).ToString());
#endif
}
return isGroupValid[groupNumber - 1];
}
#endregion
#region Private Methods
/// <summary>
/// Get the next material for this groups
/// </summary>
/// <param name="groupNumber"></param>
private void GetGroupNextMaterial(int groupNumber, bool isReverseOrder)
{
if (isInitialised && groupNumber > 0 && groupNumber < 4 && objectMeshRenderer != null && isGroupValid[groupNumber - 1])
{
if (isReverseOrder)
{
// Get the previous material in the list we are cycling through
--currentGroupMatIndex[groupNumber - 1];
// If before the start of the array of materials to change, go to the end
if (currentGroupMatIndex[groupNumber - 1] < 0) { currentGroupMatIndex[groupNumber - 1] = numMaterialsArray[groupNumber - 1] - 1; }
}
else
{
// Get the next material in the list we are cycling through
++currentGroupMatIndex[groupNumber - 1];
// If past the end of the array of materials to change, go back to the start
if (currentGroupMatIndex[groupNumber - 1] > numMaterialsArray[groupNumber - 1] - 1) { currentGroupMatIndex[groupNumber - 1] = 0; }
}
Material mat = groupNumber == 1 ? group1Materials[currentGroupMatIndex[groupNumber - 1]] :
groupNumber == 2 ? group2Materials[currentGroupMatIndex[groupNumber - 1]] :
group3Materials[currentGroupMatIndex[groupNumber - 1]];
SwitchMaterial(groupNumber, mat);
}
}
/// <summary>
/// Attempt to switch or replace the material on the mesh renderer
/// for this instance of the object in the scene.
/// </summary>
/// <param name="material"></param>
private void SwitchMaterial(int groupNumber, Material material)
{
if (isInitialised && groupNumber > 0 && groupNumber < 4 && material != null && objectMeshRenderer != null)
{
// Get the zero-based material element index we are going to replace on the renderer.
int materialElementIndex = groupNumber == 1 ? group1MatElementIndex : groupNumber == 2 ? group2MatElementIndex : group3MatElementIndex;
materialAray[materialElementIndex] = material;
objectMeshRenderer.materials = materialAray;
}
}
#endregion
#region Public Methods
/// <summary>
/// Replace the current material for Group 1 with the zero-based material element in the array.
/// </summary>
/// <param name="materialElementIndex"></param>
public void GetGroup1Material (int materialElementIndex)
{
if (isInitialised && materialElementIndex >= 0 && materialElementIndex < numMaterialsArray[0] && isGroupValid[0])
{
currentGroupMatIndex[0] = materialElementIndex;
SwitchMaterial(1, group1Materials[materialElementIndex]);
}
}
/// <summary>
/// Replace the current material for Group 2 with the zero-based material element in the array.
/// </summary>
/// <param name="materialElementIndex"></param>
public void GetGroup2Material (int materialElementIndex)
{
if (isInitialised && materialElementIndex >= 0 && materialElementIndex < numMaterialsArray[1] && isGroupValid[1])
{
currentGroupMatIndex[1] = materialElementIndex;
SwitchMaterial(2, group2Materials[materialElementIndex]);
}
}
/// <summary>
/// Replace the current material for Group 3 with the zero-based material element in the array.
/// </summary>
/// <param name="materialElementIndex"></param>
public void GetGroup3Material(int materialElementIndex)
{
if (isInitialised && materialElementIndex >= 0 && materialElementIndex < numMaterialsArray[2] && isGroupValid[2])
{
currentGroupMatIndex[2] = materialElementIndex;
SwitchMaterial(3, group1Materials[materialElementIndex]);
}
}
/// <summary>
/// Replace the current material for Group 1 with the next one in the array.
/// </summary>
public void GetNextGroup1Material()
{
GetGroupNextMaterial(1, false);
}
/// <summary>
/// Replace the current material for Group 2 with the next one in the array.
/// </summary>
public void GetNextGroup2Material()
{
GetGroupNextMaterial(2, false);
}
/// <summary>
/// Replace the current material for Group 3 with the next one in the array.
/// </summary>
public void GetNextGroup3Material()
{
GetGroupNextMaterial(3, false);
}
/// <summary>
/// Replace the current material for Group 1 with the previous one in the array.
/// </summary>
public void GetPreviousGroup1Material()
{
GetGroupNextMaterial(1, true);
}
/// <summary>
/// Replace the current material for Group 2 with the previous one in the array.
/// </summary>
public void GetPreviousGroup2Material()
{
GetGroupNextMaterial(2, true);
}
/// <summary>
/// Replace the current material for Group 3 with the previous one in the array.
/// </summary>
public void GetPreviousGroup3Material()
{
GetGroupNextMaterial(3, true);
}
#endregion
}
}