An easy to use Unity 3D library for creating illustrated Interactive Fiction games and more.
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.

85 lines
1.9 KiB

using UnityEngine;
using UnityEngine.Serialization;
using System;
using System.Collections;
namespace Fungus
{
[CommandInfo("Sprite",
"Show Sprite",
"Makes a sprite visible / invisible by setting the color alpha.")]
[AddComponentMenu("")]
public class ShowSprite : Command, ISerializationCallbackReceiver
{
[Tooltip("Sprite object to be made visible / invisible")]
public SpriteRenderer spriteRenderer;
[Tooltip("Make the sprite visible or invisible")]
public BooleanData _visible = new BooleanData(false);
[Tooltip("Affect the visibility of child sprites")]
public bool affectChildren = true;
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();
}
protected virtual void SetSpriteAlpha(SpriteRenderer renderer, bool visible)
{
Color spriteColor = renderer.color;
spriteColor.a = visible ? 1f : 0f;
renderer.color = spriteColor;
}
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);
}
#region Backwards compatibility
[HideInInspector] [FormerlySerializedAs("visible")] public bool visibleOLD;
public virtual void OnBeforeSerialize()
{}
public virtual void OnAfterDeserialize()
{
if (visibleOLD != default(bool))
{
_visible.Value = visibleOLD;
visibleOLD = default(bool);
}
}
#endregion
}
}