Files
SimUL/Assets/Scripts/Effects/Highlight.cs
T
2023-12-13 20:51:09 +02:00

51 lines
1.4 KiB
C#

using System.Collections.Generic;
using UnityEngine;
public class Hightlight : MonoBehaviour
{
[SerializeField]
private Color color = Color.white;
private Renderer[] renderers;
//helper list to cache all the materials ofd this object
private List<Material> materials;
private const float INTENSITY = .15f;
//Gets all the materials from each renderer
private void Awake()
{
renderers = GetComponentsInChildren<Renderer>();
materials = new List<Material>();
foreach (var renderer in renderers)
{
//A single child-object might have mutliple materials on it
//that is why we need to all materials with "s"
materials.AddRange(new List<Material>(renderer.materials));
}
color = color * INTENSITY;
}
public void ToggleHighlight(bool val)
{
if (val)
{
foreach (var material in materials)
{
//We need to enable the EMISSION
material.EnableKeyword("_EMISSION");
//before we can set the color
material.SetColor("_EmissionColor", color);
}
}
else
{
foreach (var material in materials)
{
//we can just disable the EMISSION
//if we don't use emission color anywhere else
material.DisableKeyword("_EMISSION");
}
}
}
}