Set Renderer Mesh Lod Selection Bias#
Mesh / Renderer / Set Renderer Mesh Lod Selection Bias
Description#
Sets the Mesh Lod Selection Bias property of Renderer component
Parameters#
| Name | Description |
|---|---|
| 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 Renderer Mesh Lod Selection Bias")]
[Category("Mesh/Renderer/Mesh Lod Selection Bias")]
[Description("Sets the Mesh Lod Selection Bias property of Renderer component")]
[Image(typeof(IconMesh), ColorTheme.Type.Blue)]
[Parameter("Renderer")]
[Parameter("Value")]
[Serializable]
public class GenInstructionNumber_Renderer_SetMeshLodSelectionBias : Instruction
{
[SerializeField] private GetGameObject m_Renderer = new GetGameObject(
new GenTypeGameObject_Renderer()
);
[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("Mesh Lod Selection Bias");
return $"{this.m_Renderer} {member} = {this.m_Value}{this.m_Transition}";
}
protected override async Awaitable Run(Args args)
{
Renderer component = this.m_Renderer.Get<Renderer>(args);
if (component == null) return;
bool wait = this.m_Transition.Await;
this.m_IsComplete = false;
TweenManager.Run(new TweenInstanceInput<float>(
component,
"meshLodSelectionBias",
component.meshLodSelectionBias,
(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 Renderer componentRenderer) return;
componentRenderer.meshLodSelectionBias = value;
}
private void OnFinish() => this.m_IsComplete = true;
private bool IsComplete() => this.m_IsComplete;
}
}