private static void AddProximityLight(ProximityLight light)
        {
            if (activeProximityLights.Count >= proximityLightCount)
            {
                Debug.LogWarningFormat("Max proximity light count ({0}) exceeded.", proximityLightCount);
            }

            activeProximityLights.Add(light);
        }
Example #2
0
        private static void UpdateProximityLights(bool forceUpdate = false)
        {
            if (lastProximityLightUpdate == -1)
            {
                Initialize();
            }

            if (!forceUpdate && (Time.frameCount == lastProximityLightUpdate))
            {
                return;
            }

            int lightIndex, queueIndex;

            for (lightIndex = queueIndex = 0; queueIndex < activeProximityLights.Count && lightIndex < proximityLightCount; ++queueIndex)
            {
                ProximityLight light = activeProximityLights[queueIndex];

                if (light)
                {
                    int dataIndex = lightIndex++ *proximityLightDataSize;

                    proximityLightData[dataIndex] = new Vector4(light.transform.position.x,
                                                                light.transform.position.y,
                                                                light.transform.position.z,
                                                                1.0f);
                    float pulseScaler = 1.0f + light.pulseTime;
                    proximityLightData[dataIndex + 1] = new Vector4(light.Settings.NearRadius * pulseScaler,
                                                                    1.0f / Mathf.Clamp(light.Settings.FarRadius * pulseScaler, 0.001f, 1.0f),
                                                                    1.0f / Mathf.Clamp(light.Settings.NearDistance * pulseScaler, 0.001f, 1.0f),
                                                                    Mathf.Clamp01(light.Settings.MinNearSizePercentage));
                    proximityLightData[dataIndex + 2] = new Vector4(light.Settings.NearDistance * light.pulseTime,
                                                                    Mathf.Clamp01(1.0f - light.pulseFade),
                                                                    0.0f,
                                                                    0.0f);
                    proximityLightData[dataIndex + 3] = light.Settings.CenterColor;
                    proximityLightData[dataIndex + 4] = light.Settings.MiddleColor;
                    proximityLightData[dataIndex + 5] = light.Settings.OuterColor;
                }
            }

            for (; lightIndex < proximityLightCount; ++lightIndex)
            {
                int dataIndex = lightIndex * proximityLightDataSize;
                proximityLightData[dataIndex] = Vector4.zero;
            }

            Shader.SetGlobalVectorArray(proximityLightDataID, proximityLightData);

            lastProximityLightUpdate = Time.frameCount;
        }
 private static void RemoveProximityLight(ProximityLight light)
 {
     activeProximityLights.Remove(light);
 }
Example #4
0
 private static void AddProximityLight(ProximityLight light)
 {
     activeProximityLights.Add(light);
 }