Exemple #1
0
        public static void MaybeUpdateLightsToPeriod(bool forceUpdate = false)
        {
            if (lightsInit && timeInit && weatherInit && config.ready)
            {
                //Generate lightsets for emitters based on time, weather and transition progress
                LightSet lightSet = config.GetCurrentLightSet();

                if (lightSet != null)
                {
                    currentLightSet = lightSet;
                    foreach (var light in lightList)
                    {
                        LightOrientation set = lightSet.orientations[light.orientation];

                        if (set != null)
                        {
                            light.SetLightParams(set, forceUpdate);
                        }
                        else
                        {
                            //MelonLoader.MelonLogger.Log("[AL] No set matches orientation.");
                            ALUtils.Log("ERROR: No set matches orientation.", false, true);
                        }
                    }
                }
                else
                {
                    //MelonLoader.MelonLogger.Log("[AL] No lightset defined");
                    ALUtils.Log("ERROR: No lightset defined.", false, true);
                }
            }
        }
Exemple #2
0
        public static void LoadConfigs()
        {
            currentScene = GameManager.m_ActiveScene;

            //Debug.Log("[ambient-lights] Loaded Scene: " + currentScene);
            ALUtils.Log("Loading Scene: " + currentScene, false, true);

            if (currentScene != "MainMenu")
            {
                config = new LightConfig();
                config.Load();

                if (config.ready)
                {
                    currentLightSet = config.GetCurrentLightSet();
                }

                SetupLights();
            }
        }