summaryrefslogtreecommitdiff
path: root/Pathfinding Visualizer/Assets/TextMesh Pro/Examples & Extras/Scripts/ShaderPropAnimator.cs
diff options
context:
space:
mode:
authordereelatwit <54997325+dereelatwit@users.noreply.github.com>2023-08-03 14:05:08 -0400
committerdereelatwit <54997325+dereelatwit@users.noreply.github.com>2023-08-03 14:05:08 -0400
commitb8aa2e0935f309b112648f0352f35f5f33da946b (patch)
tree9121ae1a65e483dddba8367cbbdd4991abfb3e26 /Pathfinding Visualizer/Assets/TextMesh Pro/Examples & Extras/Scripts/ShaderPropAnimator.cs
parent374125ba34e0366afb062578906877cfdf229bb9 (diff)
started implementing UI
Diffstat (limited to 'Pathfinding Visualizer/Assets/TextMesh Pro/Examples & Extras/Scripts/ShaderPropAnimator.cs')
-rw-r--r--Pathfinding Visualizer/Assets/TextMesh Pro/Examples & Extras/Scripts/ShaderPropAnimator.cs51
1 files changed, 51 insertions, 0 deletions
diff --git a/Pathfinding Visualizer/Assets/TextMesh Pro/Examples & Extras/Scripts/ShaderPropAnimator.cs b/Pathfinding Visualizer/Assets/TextMesh Pro/Examples & Extras/Scripts/ShaderPropAnimator.cs
new file mode 100644
index 0000000..d8e56a4
--- /dev/null
+++ b/Pathfinding Visualizer/Assets/TextMesh Pro/Examples & Extras/Scripts/ShaderPropAnimator.cs
@@ -0,0 +1,51 @@
+using UnityEngine;
+using System.Collections;
+
+
+namespace TMPro.Examples
+{
+
+ public class ShaderPropAnimator : MonoBehaviour
+ {
+
+ private Renderer m_Renderer;
+ private Material m_Material;
+
+ public AnimationCurve GlowCurve;
+
+ public float m_frame;
+
+ void Awake()
+ {
+ // Cache a reference to object's renderer
+ m_Renderer = GetComponent<Renderer>();
+
+ // Cache a reference to object's material and create an instance by doing so.
+ m_Material = m_Renderer.material;
+ }
+
+ void Start()
+ {
+ StartCoroutine(AnimateProperties());
+ }
+
+ IEnumerator AnimateProperties()
+ {
+ //float lightAngle;
+ float glowPower;
+ m_frame = Random.Range(0f, 1f);
+
+ while (true)
+ {
+ //lightAngle = (m_Material.GetFloat(ShaderPropertyIDs.ID_LightAngle) + Time.deltaTime) % 6.2831853f;
+ //m_Material.SetFloat(ShaderPropertyIDs.ID_LightAngle, lightAngle);
+
+ glowPower = GlowCurve.Evaluate(m_frame);
+ m_Material.SetFloat(ShaderUtilities.ID_GlowPower, glowPower);
+
+ m_frame += Time.deltaTime * Random.Range(0.2f, 0.3f);
+ yield return new WaitForEndOfFrame();
+ }
+ }
+ }
+}