An easy to use Unity 3D library for creating illustrated Interactive Fiction games and more.
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// This code is part of the Fungus library (http://fungusgames.com) maintained by Chris Gregan (http://twitter.com/gofungus).
// It is released for free under the MIT open source license (https://github.com/snozbot/fungus/blob/master/LICENSE)
using UnityEngine;
using UnityEngine.Serialization;
using Fungus.Variables;
namespace Fungus.Commands
{
/// <summary>
/// Makes a sprite visible / invisible by setting the color alpha.
/// </summary>
[CommandInfo("Sprite",
"Show Sprite",
"Makes a sprite visible / invisible by setting the color alpha.")]
[AddComponentMenu("")]
[ExecuteInEditMode]
public class ShowSprite : Command
{
[Tooltip("Sprite object to be made visible / invisible")]
[SerializeField] protected SpriteRenderer spriteRenderer;
[Tooltip("Make the sprite visible or invisible")]
[SerializeField] protected BooleanData _visible = new BooleanData(false);
[Tooltip("Affect the visibility of child sprites")]
[SerializeField] protected bool affectChildren = true;
protected virtual void SetSpriteAlpha(SpriteRenderer renderer, bool visible)
{
Color spriteColor = renderer.color;
spriteColor.a = visible ? 1f : 0f;
renderer.color = spriteColor;
}
#region Public members
public override void OnEnter()
{
if (spriteRenderer != null)
{
if (affectChildren)
{
SpriteRenderer[] children = spriteRenderer.gameObject.GetComponentsInChildren<SpriteRenderer>();
foreach (SpriteRenderer sr in children)
{
SetSpriteAlpha(sr, _visible.Value);
}
}
else
{
SetSpriteAlpha(spriteRenderer, _visible.Value);
}
}
Continue();
}
public override string GetSummary()
{
if (spriteRenderer == null)
{
return "Error: No sprite renderer selected";
}
return spriteRenderer.name + " to " + (_visible.Value ? "visible" : "invisible");
}
public override Color GetButtonColor()
{
return new Color32(221, 184, 169, 255);
}
#endregion
#region Backwards compatibility
[HideInInspector] [FormerlySerializedAs("visible")] public bool visibleOLD;
protected virtual void OnEnable()
{
if (visibleOLD != default(bool))
{
_visible.Value = visibleOLD;
visibleOLD = default(bool);
}
}
#endregion
}
}