diff options
Diffstat (limited to 'Thronefall_v1.0/Decompile/NightLight.cs')
-rw-r--r-- | Thronefall_v1.0/Decompile/NightLight.cs | 98 |
1 files changed, 98 insertions, 0 deletions
diff --git a/Thronefall_v1.0/Decompile/NightLight.cs b/Thronefall_v1.0/Decompile/NightLight.cs new file mode 100644 index 0000000..affc9b0 --- /dev/null +++ b/Thronefall_v1.0/Decompile/NightLight.cs @@ -0,0 +1,98 @@ +using System.Collections; +using UnityEngine; + +[RequireComponent(typeof(Light))] +public class NightLight : MonoBehaviour, DayNightCycle.IDaytimeSensitive +{ + public float targetIntensity = 0.75f; + + public float intensityFlickerRange = 0.15f; + + public float distanceFlickerRange = 5f; + + public float flickerSpeed = 1f; + + public float fadeInTime = 2.5f; + + public float fadeOutTime = 1f; + + public ParticleSystem flames; + + private float transitionTime; + + private float targetRange; + + private Light targetLight; + + private bool fullyFadedIn; + + private float currentIntensity => targetIntensity + Mathf.Lerp(0f - intensityFlickerRange, intensityFlickerRange, Mathf.PerlinNoise(Time.time * flickerSpeed, Time.time * flickerSpeed)); + + private float currentRange => targetRange + Mathf.Lerp(0f - distanceFlickerRange, distanceFlickerRange, Mathf.PerlinNoise(Time.time * flickerSpeed, Time.time * flickerSpeed)); + + private void Start() + { + transitionTime = DayNightCycle.Instance.sunriseTime; + DayNightCycle.Instance.RegisterDaytimeSensitiveObject(this); + targetLight = GetComponent<Light>(); + targetLight.intensity = 0f; + targetRange = targetLight.range; + base.gameObject.SetActive(value: false); + } + + private void Update() + { + if (fullyFadedIn) + { + targetLight.intensity = currentIntensity; + } + targetLight.range = currentRange; + } + + public void OnDawn_AfterSunrise() + { + } + + public void OnDawn_BeforeSunrise() + { + StopAllCoroutines(); + StartCoroutine(FadeLightOut()); + } + + public void OnDusk() + { + base.gameObject.SetActive(value: true); + StopAllCoroutines(); + StartCoroutine(FadeLightIn()); + } + + private IEnumerator FadeLightIn() + { + fullyFadedIn = false; + float clock = 0f; + yield return new WaitForSeconds(transitionTime * 0.1f); + flames.Play(); + while (clock < fadeInTime) + { + clock += Time.deltaTime; + targetLight.intensity = currentIntensity * Mathf.InverseLerp(0f, fadeInTime, clock); + yield return null; + } + targetLight.intensity = targetIntensity; + fullyFadedIn = true; + } + + private IEnumerator FadeLightOut() + { + float clock = 0f; + flames.Stop(); + while (clock < fadeOutTime) + { + clock += Time.deltaTime; + targetLight.intensity = currentIntensity * Mathf.InverseLerp(fadeOutTime, 0f, clock); + yield return null; + } + targetLight.intensity = 0f; + base.gameObject.SetActive(value: false); + } +} |