public void ChangeLightIntensity(LightDir lightDir, bool intensify) { float factor = 1.1f; if (!intensify) { factor = 0.9f; } switch (lightDir) { case LightDir.Left: GameObject.Find("leftLight").GetComponent <Light>().intensity *= factor; break; case LightDir.Right: GameObject.Find("rightLight").GetComponent <Light>().intensity *= factor; break; case LightDir.Front: GameObject.Find("frontLight").GetComponent <Light>().intensity *= factor; break; case LightDir.Back: GameObject.Find("backLight").GetComponent <Light>().intensity *= factor; break; } }
public void ChooseLight(int dir) { lightDir = (LightDir)dir; ResetLightArrows(); switch (lightDir) { case LightDir.NONE: break; case LightDir.BACK: GameObject.Find("backLight").GetComponent <Image>().color = chosenButtonColor; break; case LightDir.FRONT: GameObject.Find("frontLight").GetComponent <Image>().color = chosenButtonColor; break; case LightDir.LEFT: GameObject.Find("leftLight").GetComponent <Image>().color = chosenButtonColor; break; case LightDir.RIGHT: GameObject.Find("rightLight").GetComponent <Image>().color = chosenButtonColor; break; default: break; } }
private void Update() { lightDir = lightController.lightDir; if (lightDir != _lastLightDir) { ActiveShadowMap.UpdateAllChunks(); } ActiveShadowMap.UpdateBuffers(); _lastLightDir = lightDir; foreach (var shadowMap in _shadowMaps) { shadowMap.DebugLog = debugLog; } }
public static Vector3Int GetDirVector(this LightDir dir) { switch (dir) { case LightDir.NorthEast: return(new Vector3Int(-1, -1, -1)); case LightDir.SouthEast: return(new Vector3Int(-1, -1, 1)); case LightDir.NorthWest: return(new Vector3Int(1, -1, -1)); case LightDir.SouthWest: return(new Vector3Int(1, -1, 1)); default: throw new ArgumentOutOfRangeException(nameof(dir), dir, null); } }
public ShadowMap(LightDir lightDir) { LightDir = lightDir; }