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104 lines
2.4 KiB
C#
104 lines
2.4 KiB
C#
using System.Collections.Generic;
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using UnityEngine;
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using System.Reflection;
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namespace MoreMountains.Tools
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{
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/// <summary>
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/// A class used to control the intensity of a light
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/// </summary>
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[AddComponentMenu("More Mountains/Tools/Property Controllers/LightController")]
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public class LightController : MonoBehaviour
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{
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[Header("Binding")]
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[MMInformation("Use this component to control the properties of one or more lights at runtime. Plays well with a FloatController. " +
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"This component will try to auto set the TargetLight if there's a Light component on this object.", MoreMountains.Tools.MMInformationAttribute.InformationType.Info, false)]
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/// the light to control
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public Light TargetLight;
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/// the lights to control
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public List<Light> TargetLights;
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[Header("Light Settings")]
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/// the new intensity
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public float Intensity = 1f;
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/// the multiplier to apply
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public float Multiplier = 1f;
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/// the new range
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public float Range = 1f;
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[Header("Color")]
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/// the new color
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public Color LightColor;
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/// <summary>
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/// On Start, we initialize our light
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/// </summary>
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protected virtual void Start()
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{
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Initialization();
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}
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/// <summary>
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/// Grabs the light, sets initial range and color
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/// </summary>
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protected virtual void Initialization()
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{
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if (TargetLight == null)
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{
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TargetLight = this.gameObject.GetComponent<Light>();
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}
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if (TargetLight != null)
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{
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TargetLight.range = Range;
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TargetLight.color = LightColor;
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}
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if (TargetLights.Count > 0)
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{
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foreach (Light light in TargetLights)
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{
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if (light != null)
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{
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light.range = Range;
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light.color = LightColor;
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}
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}
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}
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}
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/// <summary>
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/// On Update we apply our light settings
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/// </summary>
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protected virtual void Update()
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{
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ApplyLightSettings();
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}
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/// <summary>
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/// Applys the new intensity, range and color to the light
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/// </summary>
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protected virtual void ApplyLightSettings()
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{
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if (TargetLight != null)
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{
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TargetLight.intensity = Intensity * Multiplier;
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TargetLight.range = Range;
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TargetLight.color = LightColor;
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}
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if (TargetLights.Count > 0)
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{
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foreach (Light light in TargetLights)
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{
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if (light != null)
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{
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light.intensity = Intensity * Multiplier;
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light.range = Range;
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light.color = LightColor;
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}
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}
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}
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}
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}
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} |