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/NightLight.cs | 98 ---------------------------------- 1 file changed, 98 deletions(-) delete mode 100644 Thronefall_1_0/Decompile/NightLight.cs (limited to 'Thronefall_1_0/Decompile/NightLight.cs') diff --git a/Thronefall_1_0/Decompile/NightLight.cs b/Thronefall_1_0/Decompile/NightLight.cs deleted file mode 100644 index affc9b0..0000000 --- a/Thronefall_1_0/Decompile/NightLight.cs +++ /dev/null @@ -1,98 +0,0 @@ -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(); - 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); - } -} -- cgit v1.1-26-g67d0