Car/Assets/VolumetricLightBeam/Scripts/EffectAbstractBase.cs

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Serialization;
namespace VLB
{
[AddComponentMenu("")] // hide it from Component search
[DisallowMultipleComponent]
public class EffectAbstractBase : MonoBehaviour
{
public const string ClassName = "EffectAbstractBase";
[System.Flags]
public enum ComponentsToChange
{
UnityLight = 1 << 0,
VolumetricLightBeam = 1 << 1,
VolumetricDustParticles = 1 << 2,
}
/// <summary>
/// Decide which component to change among:
/// - Unity's Light
/// - Volumetric Light Beam
/// - Volumetric Dust Particles
/// </summary>
public ComponentsToChange componentsToChange = Consts.Effects.ComponentsToChangeDefault;
/// <summary>
/// Restore the default intensity when this component is disabled.
/// </summary>
[FormerlySerializedAs("restoreBaseIntensity")]
public bool restoreIntensityOnDisable = Consts.Effects.RestoreIntensityOnDisableDefault;
[System.Obsolete("Use 'restoreIntensityOnDisable' instead")]
public bool restoreBaseIntensity { get { return restoreIntensityOnDisable; } set { restoreIntensityOnDisable = value; } }
protected VolumetricLightBeamAbstractBase m_Beam = null;
protected Light m_Light = null;
protected VolumetricDustParticles m_Particles = null;
protected float m_BaseIntensityBeamInside = 0.0f;
protected float m_BaseIntensityBeamOutside = 0.0f;
protected float m_BaseIntensityLight = 0.0f;
void GetIntensity(VolumetricLightBeamSD beam)
{
if (beam)
{
m_BaseIntensityBeamInside = beam.intensityInside;
m_BaseIntensityBeamOutside = beam.intensityOutside;
}
}
void GetIntensity(VolumetricLightBeamHD beam)
{
if (beam)
{
m_BaseIntensityBeamOutside = beam.intensity;
}
}
void SetIntensity(VolumetricLightBeamSD beam, float additive)
{
if (beam)
{
beam.intensityInside = Mathf.Max(0.0f, m_BaseIntensityBeamInside + additive);
beam.intensityOutside = Mathf.Max(0.0f, m_BaseIntensityBeamOutside + additive);
}
}
void SetIntensity(VolumetricLightBeamHD beam, float additive)
{
if (beam)
{
beam.intensity = Mathf.Max(0.0f, m_BaseIntensityBeamOutside + additive);
}
}
protected void SetAdditiveIntensity(float additive)
{
if (componentsToChange.HasFlag(ComponentsToChange.VolumetricLightBeam) && m_Beam)
{
SetIntensity(m_Beam as VolumetricLightBeamSD, additive);
SetIntensity(m_Beam as VolumetricLightBeamHD, additive);
}
if (componentsToChange.HasFlag(ComponentsToChange.UnityLight) && m_Light)
m_Light.intensity = Mathf.Max(0.0f, m_BaseIntensityLight + additive);
if (componentsToChange.HasFlag(ComponentsToChange.VolumetricDustParticles) && m_Particles)
m_Particles.alphaAdditionalRuntime = 1.0f + additive;
}
void Awake()
{
m_Beam = GetComponent<VolumetricLightBeamAbstractBase>();
m_Light = GetComponent<Light>();
m_Particles = GetComponent<VolumetricDustParticles>();
GetIntensity(m_Beam as VolumetricLightBeamSD);
GetIntensity(m_Beam as VolumetricLightBeamHD);
m_BaseIntensityLight = m_Light ? m_Light.intensity : 0.0f;
}
protected virtual void OnEnable()
{
StopAllCoroutines();
}
void OnDisable()
{
StopAllCoroutines();
if (restoreIntensityOnDisable)
SetAdditiveIntensity(0.0f);
}
}
}