Cyber/Assets/Scripts/Util/Hologram.cs

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using System.Collections.Generic;
using UnityEngine;
using Cyber.Util;
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namespace Cyber.Util {
/// <summary>
/// Helper component for hologram meshes.
/// </summary>
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public class Hologram : MonoBehaviour {
/// <summary>
/// The Hologram mesh.
/// </summary>
public MeshRenderer HologramMesh;
/// <summary>
/// Whether the hologram is visible or not.
/// </summary>
public bool Visible = true;
/// <summary>
/// The texture that will handle the text which is displayed on this
/// hologram.
/// </summary>
public TextTextureApplier Text;
/// <summary>
/// How fast the scanlines scroll. 1 = the scanlines will scroll the
/// height of a line per second.
/// </summary>
public float HologramScanlineScrollingSpeed = 1f;
private float CurrentScale;
private List<Material> ScanlineMaterials = new List<Material>();
private void Start() {
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CurrentScale = GetTargetScale();
UpdateScale();
foreach (Material Mat in HologramMesh.materials) {
if (!Mat.name.Contains("Screen")) {
ScanlineMaterials.Add(Mat);
}
}
}
private void Update() {
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if (GetTargetScale() != CurrentScale) {
UpdateScale();
}
float ScaledTime = Time.time * HologramScanlineScrollingSpeed;
float UVScroll = (ScaledTime - (int) ScaledTime);
foreach (Material Mat in ScanlineMaterials) {
Mat.SetTextureOffset("_DetailAlbedoMap", new Vector2(0, UVScroll));
}
}
private void UpdateScale() {
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float Scale = GetTargetScale();
CurrentScale = Mathf.Lerp(CurrentScale, Scale, 8f * Time.deltaTime);
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if (Mathf.Abs(Scale - CurrentScale) < 0.001) {
CurrentScale = Scale;
}
transform.localScale =
new Vector3(CurrentScale, CurrentScale, CurrentScale);
}
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private float GetTargetScale() {
return Visible ? 1 : 0;
}
}
}