Files
Ipseity-Demo/Assets/_Content/Scripts/Features/LiminalSpaces/HouseOfLeaves/Runtime/SandTerrainController.cs
T

76 lines
3.6 KiB
C#

using UnityEngine;
namespace Unheimlich.World.HouseOfLeaves
{
/// <summary>
/// Animates the sand terrain shader progression based on the player's
/// advancement through the corridor.
///
/// Drives the _Progression float on the sand material from 0 to 1,
/// simulating sand flooding the corridor as the player advances.
/// </summary>
public class SandTerrainController : MonoBehaviour
{
// ─────────────────────────────────────────────────────────────────────────
// Serialized Fields
// ─────────────────────────────────────────────────────────────────────────
[Header("References")]
[Tooltip("The HouseOfLeavesController driving the progression value.")]
[SerializeField] private HouseOfLeavesController _controller;
[Tooltip("The sand terrain Transform holding the sand material.")]
[SerializeField] private Transform _sandTerrain;
[Header("Progression Settings")]
[Tooltip("Animation curve mapping progression [0,1] to shader value [0,1]. " +
"Use this to delay or ease the sand appearance.")]
[SerializeField] private AnimationCurve _riseCurve = AnimationCurve.EaseInOut(0f, 0f, 1f, 1f);
// ─────────────────────────────────────────────────────────────────────────
// Private Fields
// ─────────────────────────────────────────────────────────────────────────
private Renderer _renderer;
private static readonly int ProgressionID = Shader.PropertyToID("_Progression");
// ─────────────────────────────────────────────────────────────────────────
// Unity Messages
// ─────────────────────────────────────────────────────────────────────────
private void Start()
{
if (_controller == null)
{
Debug.LogError("[SandTerrainController] HouseOfLeavesController reference is missing.");
return;
}
if (_sandTerrain == null)
{
Debug.LogError("[SandTerrainController] Sand terrain Transform is missing.");
return;
}
_renderer = _sandTerrain.GetComponent<Renderer>();
if (_renderer == null)
{
Debug.LogError("[SandTerrainController] No Renderer found on sand terrain.");
return;
}
// Initialize shader progression to zero.
_renderer.material.SetFloat(ProgressionID, 0f);
}
private void Update()
{
if (_controller == null || _renderer == null) return;
float t = _riseCurve.Evaluate(_controller.Progression);
_renderer.material.SetFloat(ProgressionID, t);
}
}
}