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64 lines
2.1 KiB
C#
64 lines
2.1 KiB
C#
using UnityEngine;
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namespace Unity.BossRoom.VisualEffects
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{
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/// <summary>
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/// This script randomly varies a light source to create a flickering effect.
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/// </summary>
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public class RandomizedLight : MonoBehaviour
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{
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private const int k_IntensityScale = 100;
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[Tooltip("External light to vary. Leave null if this script is itself attached to a Light")]
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public Light m_TargetLight;
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[Tooltip("Minimum light intensity to randomize to")]
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public float m_MinIntensity = 0f;
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[Tooltip("Maximum light intensity to randomize to")]
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public float m_MaxIntensity = 1f;
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[Tooltip("How much smoothing to apply to the signal. Lower values will be less smoothed.")]
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[Range(1, 50)]
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public int m_Smoothing = 5;
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private int[] m_RingBuffer; //a buffer full of noise ranging from min to max.
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private int m_RingSum; //the sum of all the values in the current ring buffer.
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private int m_RingIndex; //the current index of the buffer.
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// Start is called before the first frame update
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void Start()
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{
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m_RingBuffer = new int[m_Smoothing];
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for (int i = 0; i < m_RingBuffer.Length; ++i)
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{
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UpdateNoiseBuffer();
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}
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if (m_TargetLight == null)
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{
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m_TargetLight = GetComponent<Light>();
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}
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}
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private void UpdateNoiseBuffer()
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{
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int newValue = (int)(Random.Range(m_MinIntensity, m_MaxIntensity) * k_IntensityScale);
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m_RingSum += (newValue - m_RingBuffer[m_RingIndex]);
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m_RingBuffer[m_RingIndex] = newValue;
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m_RingIndex = (m_RingIndex + 1) % m_RingBuffer.Length;
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}
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// Update is called once per frame
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void Update()
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{
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//should be a value between 0-1
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float lightIntensity = m_RingSum / (float)(m_RingBuffer.Length * k_IntensityScale);
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m_TargetLight.intensity = lightIntensity;
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UpdateNoiseBuffer();
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}
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}
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}
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