From a22c505984697881f5f911a165ee022087b69e09 Mon Sep 17 00:00:00 2001 From: chai <215380520@qq.com> Date: Mon, 20 May 2024 22:36:58 +0800 Subject: *rename --- Thronefall_1_0/Decompile/ColorAndLightManager.cs | 235 ----------------------- 1 file changed, 235 deletions(-) delete mode 100644 Thronefall_1_0/Decompile/ColorAndLightManager.cs (limited to 'Thronefall_1_0/Decompile/ColorAndLightManager.cs') diff --git a/Thronefall_1_0/Decompile/ColorAndLightManager.cs b/Thronefall_1_0/Decompile/ColorAndLightManager.cs deleted file mode 100644 index 83afad1..0000000 --- a/Thronefall_1_0/Decompile/ColorAndLightManager.cs +++ /dev/null @@ -1,235 +0,0 @@ -using System.Collections; -using UnityEngine; - -public class ColorAndLightManager : MonoBehaviour, DayNightCycle.IDaytimeSensitive -{ - [SerializeField] - private Light sunlight; - - [SerializeField] - private Colorscheme colorscheme; - - [SerializeField] - private float transitionDuration = 3f; - - [SerializeField] - private Transform playerTransform; - - [SerializeField] - private Material enemyMaterial; - - [SerializeField] - private Material allyMaterial; - - [SerializeField] - private Material playerMaterial; - - [SerializeField] - private Material playerCapeMaterial; - - [SerializeField] - private Material playerCrownMaterial; - - [SerializeField] - private Material horseMaterial; - - [SerializeField] - private Material buildingMaterial; - - [SerializeField] - private Material buildingPreviewMaterial; - - [SerializeField] - private Material coinMaterial; - - [SerializeField] - private Material groundMaterial; - - [SerializeField] - private Material groundHigh; - - [SerializeField] - private Material groundLow; - - [SerializeField] - private Material groundPatches; - - [SerializeField] - private Material treeMaterial; - - [SerializeField] - private Material rockMaterial; - - [SerializeField] - private Material waterMaterial; - - [SerializeField] - private Material oceanMaterial; - - [SerializeField] - private Material roadMaterial; - - [SerializeField] - private Material shadowShapeMaterial; - - [SerializeField] - private Material customPostProcessingMaterial; - - public static Colorscheme currentColorscheme; - - public void OnDawn_AfterSunrise() - { - } - - public void OnDusk() - { - StopAllCoroutines(); - StartCoroutine(ToNight()); - } - - public void OnDawn_BeforeSunrise() - { - StopAllCoroutines(); - StartCoroutine(ToDay()); - } - - public void Daylight() - { - sunlight.color = colorscheme.dayLightColor; - AdjustAllOutlineColorsBasedOnLight(colorscheme.globalShadowColor, colorscheme.dayLightColor); - } - - public void SunsetLight() - { - sunlight.color = colorscheme.sunsetLightColor; - AdjustAllOutlineColorsBasedOnLight(colorscheme.globalShadowColor, colorscheme.sunsetLightColor); - } - - public void NightLight() - { - sunlight.color = colorscheme.nightLightColor; - AdjustAllOutlineColorsBasedOnLight(colorscheme.globalShadowColor, colorscheme.nightLightColor); - } - - private IEnumerator ToDay() - { - float timer2 = 0f; - sunlight.color = colorscheme.nightLightColor; - while (timer2 <= transitionDuration) - { - timer2 += Time.deltaTime; - sunlight.color = Color.Lerp(colorscheme.nightLightColor, colorscheme.sunsetLightColor, timer2 / transitionDuration); - AdjustAllOutlineColorsBasedOnLight(colorscheme.globalShadowColor, sunlight.color); - yield return null; - } - timer2 = 0f; - while (timer2 <= transitionDuration) - { - timer2 += Time.deltaTime; - sunlight.color = Color.Lerp(colorscheme.sunsetLightColor, colorscheme.dayLightColor, timer2 / transitionDuration); - AdjustAllOutlineColorsBasedOnLight(colorscheme.globalShadowColor, sunlight.color); - yield return null; - } - sunlight.color = colorscheme.dayLightColor; - AdjustAllOutlineColorsBasedOnLight(colorscheme.globalShadowColor, sunlight.color); - } - - private IEnumerator ToNight() - { - float timer = 0f; - sunlight.color = colorscheme.dayLightColor; - while (timer <= transitionDuration) - { - timer += Time.deltaTime; - sunlight.color = Color.Lerp(colorscheme.dayLightColor, colorscheme.nightLightColor, timer / transitionDuration); - AdjustAllOutlineColorsBasedOnLight(colorscheme.globalShadowColor, sunlight.color); - yield return null; - } - sunlight.color = colorscheme.nightLightColor; - AdjustAllOutlineColorsBasedOnLight(colorscheme.globalShadowColor, sunlight.color); - } - - private void Start() - { - sunlight.color = colorscheme.dayLightColor; - DayNightCycle.Instance.RegisterDaytimeSensitiveObject(this); - ApplayColorScheme(); - if ((bool)playerTransform && (bool)colorscheme.particlesToAttachToPlayer) - { - Object.Instantiate(colorscheme.particlesToAttachToPlayer, playerTransform).transform.localPosition = Vector3.zero; - } - } - - public void ApplayColorScheme() - { - ApplyColorScheme(colorscheme); - } - - public void ApplyColorScheme(Colorscheme _colorScheme) - { - SetMaterialColors(enemyMaterial, _colorScheme.enemyLightColor, _colorScheme.enemyMidColor, _colorScheme.globalShadowColor); - SetMaterialColors(allyMaterial, _colorScheme.allyLightColor, _colorScheme.allyMidColor, _colorScheme.globalShadowColor); - SetMaterialColors(playerMaterial, _colorScheme.playerLightColor, _colorScheme.playerMidColor, _colorScheme.globalShadowColor); - SetMaterialColors(playerCapeMaterial, _colorScheme.playerCapeLightColor, _colorScheme.playerCapeMidColor, _colorScheme.globalShadowColor); - SetMaterialColors(playerCrownMaterial, _colorScheme.playerCrownLightColor, _colorScheme.playerCrownMidColor, _colorScheme.globalShadowColor); - SetMaterialColors(horseMaterial, _colorScheme.horseLightColor, _colorScheme.horseMidColor, _colorScheme.globalShadowColor); - SetMaterialColors(buildingMaterial, _colorScheme.buildingLightColor, _colorScheme.buildingMidColor, _colorScheme.globalShadowColor); - SetMaterialColors(_lightCol: new Color(_colorScheme.buildingLightColor.r, _colorScheme.buildingLightColor.g, _colorScheme.buildingLightColor.b, 0.15f), _midCol: new Color(_colorScheme.buildingMidColor.r, _colorScheme.buildingMidColor.g, _colorScheme.buildingMidColor.b, 0.15f), _shadowCol: new Color(_colorScheme.globalShadowColor.r, _colorScheme.globalShadowColor.g, _colorScheme.globalShadowColor.b, 0.15f), _mat: buildingPreviewMaterial); - SetMaterialColors(coinMaterial, _colorScheme.coinLightColor, _colorScheme.coinMidColor, _colorScheme.globalShadowColor); - SetMaterialColors(groundMaterial, _colorScheme.groundColor, _colorScheme.globalShadowColor, _colorScheme.globalShadowColor); - SetMaterialColors(groundPatches, _colorScheme.groundColor, _colorScheme.globalShadowColor, _colorScheme.globalShadowColor); - SetMaterialColors(groundHigh, _colorScheme.groundColorHigh, _colorScheme.globalShadowColor, _colorScheme.globalShadowColor); - SetMaterialColors(groundLow, _colorScheme.groundColorLow, _colorScheme.globalShadowColor, _colorScheme.globalShadowColor); - SetMaterialColors(treeMaterial, _colorScheme.treeLightColor, _colorScheme.treeMidColor, _colorScheme.globalShadowColor); - SetMaterialColors(rockMaterial, _colorScheme.rockLightColor, _colorScheme.rockMidColor, _colorScheme.globalShadowColor); - SetMaterialColors(waterMaterial, _colorScheme.waterLightColor, _colorScheme.waterSecondaryColor, _colorScheme.globalShadowColor); - SetMaterialColors(oceanMaterial, _colorScheme.waterLightColor, _colorScheme.waterSecondaryColor, _colorScheme.globalShadowColor); - SetMaterialColors(roadMaterial, _colorScheme.roadColor, _colorScheme.globalShadowColor, _colorScheme.globalShadowColor); - SetMaterialColors(shadowShapeMaterial, _colorScheme.globalShadowColor, _colorScheme.globalShadowColor, _colorScheme.globalShadowColor); - SetMaterialColorsPostProcessing(customPostProcessingMaterial, _colorScheme.brightness, _colorScheme.topColorAdd, _colorScheme.botColorAdd, _colorScheme.contrast, _colorScheme.saturation, _colorScheme.mix); - currentColorscheme = _colorScheme; - } - - private void SetMaterialColors(Material _mat, Color _lightCol, Color _midCol, Color _shadowCol) - { - _mat.SetColor("_BaseColor", _lightCol); - _mat.SetColor("_ColorDim", _midCol); - _mat.SetColor("_ColorDimExtra", _shadowCol); - _mat.SetColor("_UnityShadowColor", _shadowCol); - _mat.SetColor("_OutlineColor", _shadowCol); - } - - public void AdjustAllOutlineColorsBasedOnLight(Color outlineColor, Color lightColor) - { - SetOutlineColorBasedOnLight(enemyMaterial, outlineColor, lightColor); - SetOutlineColorBasedOnLight(allyMaterial, outlineColor, lightColor); - SetOutlineColorBasedOnLight(playerMaterial, outlineColor, lightColor); - SetOutlineColorBasedOnLight(playerCapeMaterial, outlineColor, lightColor); - SetOutlineColorBasedOnLight(playerCrownMaterial, outlineColor, lightColor); - SetOutlineColorBasedOnLight(horseMaterial, outlineColor, lightColor); - SetOutlineColorBasedOnLight(buildingMaterial, outlineColor, lightColor); - SetOutlineColorBasedOnLight(coinMaterial, outlineColor, lightColor); - SetOutlineColorBasedOnLight(groundMaterial, outlineColor, lightColor); - SetOutlineColorBasedOnLight(groundPatches, outlineColor, lightColor); - SetOutlineColorBasedOnLight(treeMaterial, outlineColor, lightColor); - SetOutlineColorBasedOnLight(rockMaterial, outlineColor, lightColor); - SetOutlineColorBasedOnLight(waterMaterial, outlineColor, lightColor); - SetOutlineColorBasedOnLight(oceanMaterial, outlineColor, lightColor); - } - - private void SetOutlineColorBasedOnLight(Material _mat, Color _outlineCol, Color lightCol) - { - Color value = Color.Lerp(_outlineCol, _outlineCol * lightCol, _mat.GetFloat("_LightContribution")); - _mat.SetColor("_OutlineColor", value); - } - - private void SetMaterialColorsPostProcessing(Material _mat, float _brightness, Color _top, Color _bot, float _contrast, float _saturation, float _mix) - { - _mat.SetFloat("_Brightness", _brightness); - _mat.SetColor("_TopColorAdd", _top); - _mat.SetColor("_BotColorAdd", _bot); - _mat.SetFloat("_Contrast", _contrast); - _mat.SetFloat("_Saturation", _saturation); - _mat.SetFloat("_Mix", _mix); - } -} -- cgit v1.1-26-g67d0