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path: root/Thronefall_v1.0/Decompile/ColorAndLightManager.cs
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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);
	}
}