summaryrefslogtreecommitdiff
path: root/Valheim_v202102/Valheim/assembly_valheim/LightFlicker.cs
diff options
context:
space:
mode:
Diffstat (limited to 'Valheim_v202102/Valheim/assembly_valheim/LightFlicker.cs')
-rw-r--r--Valheim_v202102/Valheim/assembly_valheim/LightFlicker.cs71
1 files changed, 71 insertions, 0 deletions
diff --git a/Valheim_v202102/Valheim/assembly_valheim/LightFlicker.cs b/Valheim_v202102/Valheim/assembly_valheim/LightFlicker.cs
new file mode 100644
index 0000000..c2b944c
--- /dev/null
+++ b/Valheim_v202102/Valheim/assembly_valheim/LightFlicker.cs
@@ -0,0 +1,71 @@
+using UnityEngine;
+
+public class LightFlicker : MonoBehaviour
+{
+ public float m_flickerIntensity = 0.1f;
+
+ public float m_flickerSpeed = 10f;
+
+ public float m_movement = 0.1f;
+
+ public float m_ttl;
+
+ public float m_fadeDuration = 0.2f;
+
+ public float m_fadeInDuration;
+
+ private Light m_light;
+
+ private float m_baseIntensity = 1f;
+
+ private Vector3 m_basePosition = Vector3.zero;
+
+ private float m_time;
+
+ private float m_flickerOffset;
+
+ private void Awake()
+ {
+ m_light = GetComponent<Light>();
+ m_baseIntensity = m_light.intensity;
+ m_basePosition = base.transform.localPosition;
+ m_flickerOffset = Random.Range(0f, 10f);
+ }
+
+ private void OnEnable()
+ {
+ m_time = 0f;
+ if ((bool)m_light)
+ {
+ m_light.intensity = 0f;
+ }
+ }
+
+ private void Update()
+ {
+ if (!m_light)
+ {
+ return;
+ }
+ m_time += Time.deltaTime;
+ float num = m_flickerOffset + Time.time * m_flickerSpeed;
+ float num2 = 1f + Mathf.Sin(num) * Mathf.Sin(num * 0.56436f) * Mathf.Cos(num * 0.758348f) * m_flickerIntensity;
+ if (m_fadeInDuration > 0f)
+ {
+ num2 *= Utils.LerpStep(0f, m_fadeInDuration, m_time);
+ }
+ if (m_ttl > 0f)
+ {
+ if (m_time > m_ttl)
+ {
+ Object.Destroy(base.gameObject);
+ return;
+ }
+ float l = m_ttl - m_fadeDuration;
+ num2 *= 1f - Utils.LerpStep(l, m_ttl, m_time);
+ }
+ m_light.intensity = m_baseIntensity * num2;
+ Vector3 vector = new Vector3(Mathf.Sin(num) * Mathf.Sin(num * 0.56436f), Mathf.Sin(num * 0.56436f) * Mathf.Sin(num * 0.688742f), Mathf.Cos(num * 0.758348f) * Mathf.Cos(num * 0.4563696f)) * m_movement;
+ base.transform.localPosition = m_basePosition + vector;
+ }
+}