Cyber/Assets/Scripts/Util/TextTextureApplier.cs

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Cyber.Util;
namespace Cyber.Util {
/// <summary>
/// Applies a texture to a specificed material containing specified text.
/// </summary>
public class TextTextureApplier : MonoBehaviour {
/// <summary>
/// The text and related properties that defines the texture that
/// will be applied.
/// </summary>
public TextTextureProperties TextProperties = new TextTextureProperties("");
/// <summary>
/// The mesh that has the material that should use this texture.
/// </summary>
public MeshRenderer Mesh;
/// <summary>
/// The index of the material that should use this texture.
/// </summary>
public int MaterialIndex = 0;
/// <summary>
/// Whether the Emissive or Albedo map is set.
/// </summary>
public bool Emissive = true;
/// <summary>
/// The brightness of the texture if this is <see cref="Emissive"/>.
/// </summary>
public float Brightness = 1f;
private Material Material;
private bool Dirty = true;
/// <summary>
/// Sets the text properties.
/// </summary>
/// <param name="Props">Properties.</param>
public void SetTextProperties(TextTextureProperties Props) {
TextProperties = Props;
Dirty = true;
}
private void Start() {
Material = Mesh.materials[MaterialIndex];
}
private void Update() {
Texture2D Tex;
if (Dirty && (Tex = TextTextureRenderer.GetText(TextProperties)) != null) {
if (Emissive) {
Material.SetTexture("_EmissionMap", Tex);
Material.SetColor("_EmissionColor",
new Color(Brightness, Brightness, Brightness));
} else {
Material.SetTexture("_MainTex", Tex);
}
Dirty = false;
}
}
}
}