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Set Mesh Renderer Scale In Lightmap#

Mesh / Mesh Renderer / Set Mesh Renderer Scale In Lightmap

Description#

Sets the Scale In Lightmap property of Mesh Renderer component

Parameters#

Name Description
Mesh Renderer
Value

Code#

// <auto-generated>
// This script was automatically generated using the Visual Script Transpiler.
// Do not modify. Changes to this file will be lost when updating the package.
// </auto-generated>

using System;
using UnityEngine;
using VisualScript.Icons;

namespace VisualScript.Runtime
{
    [Title("Set Mesh Renderer Scale In Lightmap")]
    [Category("Mesh/Mesh Renderer/Scale In Lightmap")]
    [Description("Sets the Scale In Lightmap property of Mesh Renderer component")]
    
    [Image(typeof(IconMesh), ColorTheme.Type.Blue, typeof(BadgeEye))]
    
    [Parameter("Mesh Renderer")]
    [Parameter("Value")]
    
    [Serializable]
    public class GenInstructionNumber_MeshRenderer_SetScaleInLightmap : Instruction
    {
        [SerializeField] private GetGameObject m_MeshRenderer = new GetGameObject(
            new GenTypeGameObject_MeshRenderer()
        );
        
        [SerializeField] private GetNumber m_Value = new GetNumber();
        
        [SerializeField] private TweenTransition m_Transition = new TweenTransition();
        
        [NonSerialized] private bool m_IsComplete;
        
        protected override string GetTitle(GameObject source)
        {
            string member = TextUtils.ThemeAsKeyword("Scale In Lightmap");
            return $"{this.m_MeshRenderer} {member} = {this.m_Value}{this.m_Transition}";
        }
        
        protected override async Awaitable Run(Args args)
        {
            MeshRenderer component = this.m_MeshRenderer.Get<MeshRenderer>(args);
            if (component == null) return;
            
            bool wait = this.m_Transition.Await;
            this.m_IsComplete = false;
            
            TweenManager.Run(new TweenInstanceInput<float>(
                component,
                "scaleInLightmap",
                component.scaleInLightmap,
                (float) this.m_Value.Get(args),
                this.OnUpdate,
                wait ? this.OnFinish : null,
                this.m_Transition.GetDuration(args),
                this.m_Transition.EaseMode,
                this.m_Transition.TimeMode
            ));
            
            if (wait) await this.Until(this.IsComplete);
        }
        
        private void OnUpdate(Component component, float value)
        {
            if (component is not MeshRenderer componentMeshRenderer) return;
            componentMeshRenderer.scaleInLightmap = value;
        }
        
        private void OnFinish() => this.m_IsComplete = true;
        
        private bool IsComplete() => this.m_IsComplete;
    }
}

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