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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);
}
}
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