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using UnityEngine;
using System.Linq;
public class LightMapSwitcher : MonoBehaviour
{
//public Texture2D[] DayNear;
public Texture2D[] DayFar;
//public Texture2D[] NightNear;
public Texture2D[] NightFar;
private LightmapData[] dayLightMaps;
private LightmapData[] nightLightMaps;
void Start ()
{
// Sort the Day and Night arrays in numerical order, so you can just blindly drag and drop them into the inspector
//DayNear = DayNear.OrderBy(t2d => t2d.name, new NaturalSortComparer<string>()).ToArray();
DayFar = DayFar.OrderBy(t2d => t2d.name, new NaturalSortComparer<string>()).ToArray();
//NightNear = NightNear.OrderBy(t2d => t2d.name, new NaturalSortComparer<string>()).ToArray();
NightFar = NightFar.OrderBy(t2d => t2d.name, new NaturalSortComparer<string>()).ToArray();
// Put them in a LightMapData structure
dayLightMaps = new LightmapData[DayFar.Length];
for (int i=0; i<DayFar.Length; i++)
{
dayLightMaps[i] = new LightmapData();
dayLightMaps[i].lightmapDir = DayFar[i];
dayLightMaps[i].lightmapColor = DayFar[i];
}
nightLightMaps = new LightmapData[NightFar.Length];
for (int i=0; i<NightFar.Length; i++)
{
nightLightMaps[i] = new LightmapData();
nightLightMaps[i].lightmapDir = NightFar[i];
nightLightMaps[i].lightmapColor = NightFar[i];
}
}
#region Publics
public void SetToDay()
{
LightmapSettings.lightmaps = dayLightMaps;
}
public void SetToNight()
{
LightmapSettings.lightmaps = nightLightMaps;
}
#endregion
#region Debug
[ContextMenu ("Set to Night")]
void Debug00()
{
SetToNight();
}
[ContextMenu ("Set to Day")]
void Debug01()
{
SetToDay();
}
#endregion
}
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