public void TrySetIsWall(bool _isWall) { if (IsWall == _isWall) { return; } IsWall = _isWall; if (_isWall) { NeighborFinder.TryCacheNeighbor(GridPos, Direction.All); LampManager.GetInstance().SetNodeLightingDirty(NeighborFinder.CachedNeighbors[Direction.TL]); LampManager.GetInstance().SetNodeLightingDirty(NeighborFinder.CachedNeighbors[Direction.T]); LampManager.GetInstance().SetNodeLightingDirty(NeighborFinder.CachedNeighbors[Direction.TR]); LampManager.GetInstance().SetNodeLightingDirty(NeighborFinder.CachedNeighbors[Direction.R]); LampManager.GetInstance().SetNodeLightingDirty(NeighborFinder.CachedNeighbors[Direction.BR]); LampManager.GetInstance().SetNodeLightingDirty(NeighborFinder.CachedNeighbors[Direction.B]); LampManager.GetInstance().SetNodeLightingDirty(NeighborFinder.CachedNeighbors[Direction.BL]); LampManager.GetInstance().SetNodeLightingDirty(NeighborFinder.CachedNeighbors[Direction.L]); } else { LampManager.GetInstance().SetNodeLightingDirty(this); } RoomManager.GetInstance().ScheduleUpdateForRoomOfNode(GridPos); ScheduleUpdateGraphicsForSurroundingTiles(); }
void OnTurnOff() { LampManager.GetInstance().OnLampTurnOff(this); }
void OnDestroy() { LampManager.GetInstance().OnLampDestroy(this); }
public override void AwakeDefault() { LampManager.GetInstance().OnLampAwake(this); }
void CacheChemicalData(Int2 _nodeGridPos) { int _nodeIndex = _nodeGridPos.y * chemAmountsAndTemperatureTex.width + _nodeGridPos.x; // TODO: need to sort Contents ChemicalContainer _chemicalContainer = GameGrid.GetInstance().TryGetNode(_nodeGridPos).ChemicalContainer; Chemical.Blob _chem_0 = _chemicalContainer.Contents[0]; Chemical.Blob _chem_1 = _chemicalContainer.Contents[1]; Chemical.Blob _chem_2 = _chemicalContainer.Contents[2]; // Vertex data // int _vertexIndexBL = ((_nodeGridPos.y) * GameGrid.TILE_COUNT.x + (_nodeGridPos.x)) * VERTICES_PER_TILE + VERTEX_INDEX_TOP_RIGHT; // int _vertexIndexBR = ((_nodeGridPos.y) * GameGrid.TILE_COUNT.x + (_nodeGridPos.x + 1)) * VERTICES_PER_TILE + VERTEX_INDEX_TOP_LEFT; // int _vertexIndexTL = ((_nodeGridPos.y + 1) * GameGrid.TILE_COUNT.x + (_nodeGridPos.x)) * VERTICES_PER_TILE + VERTEX_INDEX_BOTTOM_RIGHT; // int _vertexIndexTR = ((_nodeGridPos.y + 1) * GameGrid.TILE_COUNT.x + (_nodeGridPos.x + 1)) * VERTICES_PER_TILE + VERTEX_INDEX_BOTTOM_LEFT; float _amount_0 = _chem_0.Amount / (float)_chemicalContainer.MaxAmount; float _amount_1 = _chem_1.Amount / (float)_chemicalContainer.MaxAmount; float _amount_2 = _chem_2.Amount / (float)_chemicalContainer.MaxAmount; float _temperature = _chemicalContainer.Temperature / (float)Chemical.MAX_TEMPERATURE; // chemAmountsAndTemperature[_vertexIndexBL] = new Vector4(_amount_0, _amount_1, _amount_2, _temperature); // chemAmountsAndTemperature[_vertexIndexBR] = new Vector4(_amount_0, _amount_1, _amount_2, _temperature); // chemAmountsAndTemperature[_vertexIndexTL] = new Vector4(_amount_0, _amount_1, _amount_2, _temperature); // chemAmountsAndTemperature[_vertexIndexTR] = new Vector4(_amount_0, _amount_1, _amount_2, _temperature); float debugValue_0 = GameGrid.GetInstance().TryGetNode(_nodeGridPos).DebugChemicalContainer.Contents[0].Amount / (float)GameGrid.GetInstance().TryGetNode(_nodeGridPos).DebugChemicalContainer.MaxAmount; float debugValue_1 = GameGrid.GetInstance().TryGetNode(_nodeGridPos).DebugChemicalContainer.Contents[1].Amount / (float)GameGrid.GetInstance().TryGetNode(_nodeGridPos).DebugChemicalContainer.MaxAmount; float debugValue_2 = GameGrid.GetInstance().TryGetNode(_nodeGridPos).DebugChemicalContainer.Contents[2].Amount / (float)GameGrid.GetInstance().TryGetNode(_nodeGridPos).DebugChemicalContainer.MaxAmount; debugColors[_nodeIndex] = new Color(debugValue_0, debugValue_1, debugValue_2, 1); chemAmountsAndTemperature[_nodeIndex] = new Color(_amount_0, _amount_1, _amount_2, _temperature); // chemColorIndices[_vertexIndexBL] = new Vector3(_colorIndex_0, _colorIndex_1, _colorIndex_2); // chemColorIndices[_vertexIndexBR] = new Vector3(_colorIndex_0, _colorIndex_1, _colorIndex_2); // chemColorIndices[_vertexIndexTL] = new Vector3(_colorIndex_0, _colorIndex_1, _colorIndex_2); // chemColorIndices[_vertexIndexTR] = new Vector3(_colorIndex_0, _colorIndex_1, _colorIndex_2); float _colorIndex_0 = _chem_0.Chemical.GetColorIndex() / (float)ColorManager.COLOR_COUNT; float _colorIndex_1 = _chem_1.Chemical.GetColorIndex() / (float)ColorManager.COLOR_COUNT; float _colorIndex_2 = _chem_2.Chemical.GetColorIndex() / (float)ColorManager.COLOR_COUNT; chemColorIndices[_nodeIndex] = new Color(_colorIndex_0, _colorIndex_1, _colorIndex_2, 0.0f); // // Texture data int _stateCount = System.Enum.GetValues(typeof(Chemical.State)).Length; float _state_0 = _chem_0.GetStateAsFloat() / (float)(_stateCount - 1.0f); float _state_1 = _chem_1.GetStateAsFloat() / (float)(_stateCount - 1.0f); float _state_2 = _chem_2.GetStateAsFloat() / (float)(_stateCount - 1.0f); // Debug.Log(_chem_0.GetStateAsFloat() + ", " + _state_0); // chemStates[_vertexIndexBL] = new Vector3(_state_0, _state_1, _state_2); // chemStates[_vertexIndexBR] = new Vector3(_state_0, _state_1, _state_2); // chemStates[_vertexIndexTL] = new Vector3(_state_0, _state_1, _state_2); // chemStates[_vertexIndexTR] = new Vector3(_state_0, _state_1, _state_2); chemStates[_nodeIndex] = new Color(_state_0, _state_1, _state_2); // // if(_nodeGridPos.x == 30 && _nodeGridPos.y == 20) { // SuperDebug.MarkPoint(GameGrid.GetInstance().GetWorldPosFromNodeGridPos(_nodeGridPos), Color.cyan); // // float _stateR = GameGrid.GetInstance().TryGetNode(_nodeGridPos + Int2.Right).ChemicalContainer.Contents[0].GetStateAsFloat(); // // Debug.Log("state = " +(_state_0 * 3.0f) + ", stateR = " + _stateR); // } if (_chemicalContainer.IsIncandescent() || _chemicalContainer.HasLostIncandescence()) { LampManager.GetInstance().SetNodeIncandescenceDirty(_nodeGridPos); } // Color _incandescence_0 = _chem_0.GetIncandescence() * _amount_0; // Color _incandescence_1 = _chem_1.GetIncandescence() * _amount_1; // Color _incandescence_2 = _chem_2.GetIncandescence() * _amount_2; // // float _maxIncandescenceR = Mathf.Max(_incandescence_0.r, Mathf.Max(_incandescence_1.r, _incandescence_2.r)); // float _maxIncandescenceG = Mathf.Max(_incandescence_0.g, Mathf.Max(_incandescence_1.g, _incandescence_2.g)); // float _maxIncandescenceB = Mathf.Max(_incandescence_0.b, Mathf.Max(_incandescence_1.b, _incandescence_2.b)); // float _maxIncandescenceA = Mathf.Max(_incandescence_0.a, Mathf.Max(_incandescence_1.a, _incandescence_2.a)); // // Node _node = GameGrid.GetInstance().TryGetNode(_nodeGridPos); // Color32 _lighting = _node.GetLighting(); // // _lighting.r = (byte)Mathf.Max(_lighting.r, _maxIncandescenceR * 255.0f); // _lighting.g = (byte)Mathf.Max(_lighting.g, _maxIncandescenceG * 255.0f); // _lighting.b = (byte)Mathf.Max(_lighting.b, _maxIncandescenceB * 255.0f); // _lighting.a = (byte)Mathf.Max(_lighting.a, _maxIncandescenceA * 255.0f); // // _node.SetLighting(_lighting); }