Component that drives shader/render attributes on a LineRenderer. It stores dictionaries of float, float2, float4, color and texture parameters, evaluates time-based ParticleFloat values (with looping and randomized sample per instance), and applies them each update or on start; it can also read shader attributes from a material shader file.
using System;
using System.Collections.Generic;
using Sandbox;
namespace Sandbox;
[Title("LineShaderAttributes")]
[Category("Shaders")]
[Description("Let's you set the render attributes of the scene object of a LineRenderer")]
public sealed class LineShaderAttributes : Component, Component.ExecuteInEditor, IResetable
{
[Property] private LineRenderer LineRenderer { get; set; }
/// <summary>
/// The LineRenderer this component drives. Exposed so an owning
/// <see cref="ChildrenLineAttributes"/> can drive shared properties (e.g. width).
/// </summary>
public LineRenderer Line => LineRenderer;
[Property, Group( "Floats1" )] public Dictionary<String, ParticleFloat> Floats { get; set; }
[Property, Group("Floats2")] public Dictionary<String, Vector2> Floats2 { get; set; }
[Property, Group("Colors")] public Dictionary<String, Color> Colors {get; set;}
[Property, Group("Textures")] public Dictionary<String, Texture> Textures { get; set; }
[Property, Group("Floats4")] public Dictionary<String, Vector4> Floats4 { get; set; }
[Property, Group("DynamicCombos")] public Dictionary<String, int> DynamicCombos { get; set; }
[Property] public ParticleFloat Duration { get; set; } = new ParticleFloat { ConstantValue = 1.0f };
[Property] public bool Loop { get; set; } = false;
// When false, the effective duration is driven externally (e.g. by a
// ChildrenLineAttributes parent) instead of being evaluated from Duration.
[Property] public bool AutoEvaluateDuration { get; set; } = true;
public float Delta { get; set; }
// Effective duration, evaluated once from the ParticleFloat on start.
float IResetable.Duration { get => _effectiveDuration; set => _effectiveDuration = value; }
/// <summary>
/// Overrides the current effective duration. Used when the timing is driven
/// externally; pair with <see cref="AutoEvaluateDuration"/> set to false.
/// </summary>
public void SetEffectiveDuration( float duration ) => _effectiveDuration = duration;
private TimeSince _elapsed;
private float _effectiveDuration = 1.0f;
// Per-instance random draw (0..1) used to sample ranged ParticleFloats.
// Evaluated once so each spawned instance gets a stable value within its
// range instead of the same constant every frame.
private float _randomSample = Random.Shared.Float( 0f, 1f );
protected override void OnStart()
{
Floats = Floats == null ? new Dictionary<string, ParticleFloat>() : Floats;
Floats2 = Floats2 == null ? new Dictionary<string, Vector2>() : Floats2;
Floats4 = Floats4 == null ? new Dictionary<string, Vector4>() : Floats4;
Textures = Textures == null ? new Dictionary<string, Texture>() : Textures;
Colors = Colors == null ? new Dictionary<String, Color>() : Colors;
DynamicCombos = DynamicCombos == null ? new Dictionary<string, int>() : DynamicCombos;
if ( AutoEvaluateDuration )
_effectiveDuration = EvaluateDuration();
_elapsed = 0;
_randomSample = Random.Shared.Float( 0f, 1f );
ApplyAttributes();
}
public void ResetTime()
{
_elapsed = 0;
}
[Button]
private void ReadAttributes()
{
if ( LineRenderer.Texturing.Material == null || !FileSystem.Mounted.FileExists( LineRenderer.Texturing.Material.Shader.ResourcePath )) return;
var parsedFloats = new Dictionary<string, float>();
AttributesParser<float,Color> parser = new AttributesParser<float,Color>(new NativeAttributeTypeSet());
parser.Floats = parsedFloats;
parser.Floats2 = Floats2;
parser.Floats4 = Floats4;
parser.Textures = Textures;
parser.DynamicCombos = DynamicCombos;
parser.Colors = Colors;
parser.ParseAttributes( LineRenderer.Texturing.Material.Shader.ResourcePath );
foreach (var pair in parsedFloats)
{
if (Floats.ContainsKey(pair.Key))
continue;
Floats.Add(pair.Key, new ParticleFloat { ConstantValue = pair.Value });
}
}
protected override void OnUpdate()
{
_elapsed += Time.Delta;
ApplyAttributes();
}
private void ApplyAttributes()
{
if ( LineRenderer == null )
return;
SetColorAttributes();
SetFloatAttributes();
SetFloat2Attributes();
SetTexturesAttributes();
SetFloat4Attributes();
SetDynamicCombos();
}
private void SetDynamicCombos()
{
foreach ( var dynamicCombo in DynamicCombos )
{
LineRenderer.Attributes.SetCombo( dynamicCombo.Key, dynamicCombo.Value );
}
}
private void SetFloat4Attributes()
{
foreach ( var float4Attribute in Floats4 )
{
LineRenderer.Attributes.Set( float4Attribute.Key, float4Attribute.Value );
}
}
private void SetTexturesAttributes()
{
foreach ( var textureAttribute in Textures )
{
LineRenderer.Attributes.Set( textureAttribute.Key, textureAttribute.Value );
}
}
private void SetColorAttributes()
{
foreach ( var colorAttribute in Colors )
{
LineRenderer.Attributes.Set( colorAttribute.Key, colorAttribute.Value );
}
}
private float EvaluateDuration()
{
return Duration.Evaluate( 0f, Random.Shared.Float( 0f, 1f ) );
}
private void SetFloatAttributes()
{
float t = 0f;
if ( _effectiveDuration > 0f )
{
bool looping = Loop ;
// Re-evaluate the duration each time a loop cycle completes so a
// randomized ParticleFloat produces a fresh duration per loop.
// Skipped when the duration is driven externally.
if ( looping && AutoEvaluateDuration )
{
while ( _elapsed >= _effectiveDuration )
{
_elapsed -= _effectiveDuration;
_effectiveDuration = EvaluateDuration();
_randomSample = Random.Shared.Float( 0f, 1f );
if ( _effectiveDuration <= 0f )
break;
}
}
if ( _effectiveDuration > 0f )
{
var raw = (float)_elapsed / _effectiveDuration;
t = looping ? raw % 1f : raw.Clamp( 0f, 1f );
}
}
foreach ( var float1 in Floats )
{
LineRenderer.Attributes.Set( float1.Key, float1.Value.Evaluate( t, _randomSample ) );
}
}
private void SetFloat2Attributes()
{
foreach ( var float2 in Floats2 )
{
LineRenderer.Attributes.Set( float2.Key, float2.Value );
}
}
}