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-rw-r--r--Thronefall_v1.0/Decompile/TimesensitiveLight.cs68
1 files changed, 68 insertions, 0 deletions
diff --git a/Thronefall_v1.0/Decompile/TimesensitiveLight.cs b/Thronefall_v1.0/Decompile/TimesensitiveLight.cs
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+++ b/Thronefall_v1.0/Decompile/TimesensitiveLight.cs
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+using System.Collections;
+using UnityEngine;
+
+[RequireComponent(typeof(Light))]
+public class TimesensitiveLight : MonoBehaviour, DayNightCycle.IDaytimeSensitive
+{
+ public float dayIntensity = 1f;
+
+ public float nightIntensity;
+
+ public float blendTime = 3f;
+
+ private Light target;
+
+ public void OnDawn_AfterSunrise()
+ {
+ }
+
+ public void OnDawn_BeforeSunrise()
+ {
+ StopAllCoroutines();
+ StartCoroutine(BlendToDay(blendTime));
+ }
+
+ public void OnDusk()
+ {
+ StopAllCoroutines();
+ StartCoroutine(BlendToNight(blendTime));
+ }
+
+ private void Start()
+ {
+ target = GetComponent<Light>();
+ DayNightCycle.Instance.RegisterDaytimeSensitiveObject(this);
+ if (DayNightCycle.Instance.CurrentTimestate == DayNightCycle.Timestate.Day)
+ {
+ StartCoroutine(BlendToDay(0f));
+ }
+ else
+ {
+ StartCoroutine(BlendToNight(0f));
+ }
+ }
+
+ private IEnumerator BlendToNight(float duration)
+ {
+ float timer = 0f;
+ while (timer <= duration)
+ {
+ timer += Time.deltaTime;
+ target.intensity = Mathf.Lerp(dayIntensity, nightIntensity, Mathf.InverseLerp(0f, duration, timer));
+ yield return null;
+ }
+ target.intensity = nightIntensity;
+ }
+
+ private IEnumerator BlendToDay(float duration)
+ {
+ float timer = 0f;
+ while (timer <= duration)
+ {
+ timer += Time.deltaTime;
+ target.intensity = Mathf.Lerp(nightIntensity, dayIntensity, Mathf.InverseLerp(0f, duration, timer));
+ yield return null;
+ }
+ target.intensity = dayIntensity;
+ }
+}