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authorchai <chaifix@163.com>2022-04-28 13:58:20 +0800
committerchai <chaifix@163.com>2022-04-28 13:58:20 +0800
commit88a6b32e792910e11451da18eb5fb8c103235842 (patch)
treee64c5feaf46b7d06ae096e3719515c0cafc74dc5 /SurvivalTest/Assets/ACS-17/LightCone - Volumetric Spotlight/LightCone.cs
parent072f02678d2c5d0d79f49e923b111c4a28da3f69 (diff)
+misc
Diffstat (limited to 'SurvivalTest/Assets/ACS-17/LightCone - Volumetric Spotlight/LightCone.cs')
-rw-r--r--SurvivalTest/Assets/ACS-17/LightCone - Volumetric Spotlight/LightCone.cs215
1 files changed, 215 insertions, 0 deletions
diff --git a/SurvivalTest/Assets/ACS-17/LightCone - Volumetric Spotlight/LightCone.cs b/SurvivalTest/Assets/ACS-17/LightCone - Volumetric Spotlight/LightCone.cs
new file mode 100644
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+++ b/SurvivalTest/Assets/ACS-17/LightCone - Volumetric Spotlight/LightCone.cs
@@ -0,0 +1,215 @@
+#define LightCone_OnDrawGizmos_Collide
+
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+[RequireComponent( typeof(Light) )]
+public class LightCone : MonoBehaviour {
+ public int wedges = 36;
+ public float dist = 20;
+ public float width = 2;
+ public float height = 2;
+ [SerializeField]
+ private Color _color = new Color(1, 1, 1, 0.25f);
+ public LayerMask collidesWith;
+ public int gizmoWedges = 4;
+
+ [Header("Spotlight Settings")]
+ public bool spotlightEnabled = true;
+ public float spotAnglePercent = 100;
+ public float rangePercent = 100;
+
+
+
+ MeshFilter mF;
+ Mesh m;
+ Vector3[] verts;
+ int[] tris;
+ Material mat;
+ RaycastHit[] hits;
+
+ private Light lt;
+ private float dist0, width0, sAP0, rP0;
+
+ public Color color
+ {
+ get
+ {
+ return _color;
+ }
+
+ set
+ {
+ _color = value;
+ UpdateLight();
+ }
+ }
+
+ // Use this for initialization
+ void Start () {
+ mF = GetComponent<MeshFilter>();
+ m = mF.mesh;
+
+ m.Clear();
+
+ MakeVerts();
+
+ tris = new int[wedges*3];
+
+ int triN=0;
+ int vertN=1;
+ for (int i=0; i<wedges; i++) {
+ tris[triN] = 0;
+ triN++;
+ if (vertN < verts.Length-1) {
+ tris[triN] = vertN+1;
+ } else {
+ tris[triN] = 1;
+ }
+ triN++;
+ tris[triN] = vertN;
+ vertN++;
+ triN++;
+ }
+ m.triangles = tris;
+
+ mat = GetComponent<Renderer>().material;
+
+ UpdateLight();
+ }
+
+ void MakeVerts() {
+ verts = new Vector3[wedges+1];
+ verts[0] = Vector3.zero;
+
+ Vector3 v, r;
+ hits = new RaycastHit[wedges];
+ for (int i=0; i<wedges; i++) {
+ v = Vector3.zero;
+ v.z = dist;
+ v.x = Mathf.Cos(i * Mathf.PI * 2 / wedges) * width;
+ v.y = Mathf.Sin(i * Mathf.PI * 2 / wedges) * height;
+ r = transform.rotation * v.normalized;
+ if ( Physics.Raycast(transform.position, r, out hits[i], v.magnitude, collidesWith) ) {
+ v = v.normalized * hits[i].distance;
+ }
+ verts[i+1] = v;
+ }
+ m.vertices = verts;
+ }
+
+ // Update is called once per frame
+ void Update () {
+ MakeVerts();
+ if (color != mat.color) {
+ mat.color = color;
+ }
+ }
+
+ // This draws the outline when not playing (and Selected)
+ void OnDrawGizmosSelected() {
+ if (Application.isPlaying) return;
+ Vector3[] pts = new Vector3[gizmoWedges];
+ Vector3 v, vDir;
+
+ Color litColor = color;
+ litColor.a = 1;
+#if LightCone_OnDrawGizmos_Collide
+ Color grayColor = Color.Lerp(Color.clear, color, 0.5f);
+ grayColor.a = 0.5f;
+#else
+ Gizmos.color = litColor;
+#endif
+
+ for (int i=0; i<gizmoWedges; i++) {
+ v = Vector3.zero;
+ v.z = dist;
+ v.x = Mathf.Cos(i * Mathf.PI * 2 / gizmoWedges) * width;
+ v.y = Mathf.Sin(i * Mathf.PI * 2 / gizmoWedges) * height;
+ vDir = transform.rotation * v;
+ pts[i] = vDir;
+ pts[i] += transform.position;
+
+#if LightCone_OnDrawGizmos_Collide
+#else
+ Gizmos.DrawLine(transform.position, pts[i]);
+ if (i>0) {
+ Gizmos.DrawLine(pts[i-1], pts[i]);
+ if (i == gizmoWedges-1) {
+ Gizmos.DrawLine(pts[i], pts[0]);
+ }
+ }
+#endif
+ }
+
+#if LightCone_OnDrawGizmos_Collide
+ Vector3[] ptsColl = new Vector3[gizmoWedges];
+ RaycastHit hitInfo;
+ for (int i = 0; i < pts.Length; i++) {
+ ptsColl[i] = pts[i];
+ vDir = ptsColl[i] - transform.position;
+ if (Physics.Raycast(transform.position, vDir, out hitInfo, vDir.magnitude, collidesWith))
+ {
+ // The line collided with something, so make it shorter
+ ptsColl[i] = hitInfo.point;
+ }
+
+ // Draw the area past the collision
+ Gizmos.color = grayColor;
+ Gizmos.DrawLine(ptsColl[i], pts[i]);
+ if (i > 0)
+ {
+ Gizmos.DrawLine(pts[i - 1], pts[i]);
+ if (i == gizmoWedges - 1)
+ {
+ Gizmos.DrawLine(pts[i], pts[0]);
+ }
+ }
+ // Draw the collision
+ Gizmos.color = litColor;
+ Gizmos.DrawLine(transform.position, ptsColl[i]);
+ if (i > 0)
+ {
+ Gizmos.DrawLine(ptsColl[i - 1], ptsColl[i]);
+ if (i == gizmoWedges - 1)
+ {
+ Gizmos.DrawLine(ptsColl[i], ptsColl[0]);
+ }
+ }
+ }
+#endif
+
+ }
+
+ private void OnDrawGizmos()
+ {
+ if (Application.isPlaying) return;
+ UpdateLight();
+ }
+
+ void UpdateLight() {
+ if (lt == null) {
+ lt = GetComponent<Light>();
+ lt.type = LightType.Spot;
+ }
+
+ if (dist0 != dist || width0 != width || sAP0 != spotAnglePercent || rangePercent != rP0) {
+ lt.spotAngle = Mathf.Atan2(width, dist)*360/Mathf.PI * (spotAnglePercent / 100f);
+ lt.range = dist * rangePercent / 100f;
+ dist0 = dist;
+ width0 = width;
+ sAP0 = spotAnglePercent;
+ rP0 = rangePercent;
+ }
+
+ lt.color = color;
+
+ lt.enabled = spotlightEnabled;
+ }
+
+
+ public RaycastHit[] GetRaycastHits() {
+ return hits;
+ }
+}