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CrowdControl/Assets/Feel/MMTools/Tools/MMPropertyControllers/LightController.cs

104 lines
2.4 KiB
C#

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