/* * void Flicker() * { * return; * * float dt = FrameController.DT(); * timer -= dt; * if (timer <= 0.0f) * { * timer = MMath.GetRandomLimitedFloat(minTimeInterval, maxTimeInterval); // Reset the timer * float newIntensity = originalIntensity; * * switch (flickerState) * { * case 0: // idle (first time triggered into flickering) * timer = 0.0f; * flickerState = 1; // Go to bright next frame * break; * case 1: // bright * newIntensity = MMath.GetRandomLimitedFloat(originalIntensity, maxIntensity); * * flickerState = 2; * break; * case 2: // dim * newIntensity = MMath.GetRandomLimitedFloat(minIntensity, originalIntensity); * * flickerState = 1; * break; * } * if (flickeringLights.Count > 0) * flickeringLights[0].SetAtt(newIntensity); * } * } */ void StartLightFlicker(int index, bool setOn) { flickeringLights[index].setEnabled(setOn); LightFlicker flickerScript = GetScript <LightFlicker>(flickeringLights[index].gameObject); if (flickerScript != null) { flickerScript.activated = setOn; } }
public void setFlicker(LightFlicker flicker) { flicker.minInitialDuration = minInitDur; flicker.maxInitialDuration = maxInitDur; flicker.minFlickerDuration = minFlickDur; flicker.maxFlickerDuration = maxFlickDur; flicker.minFlicker = minFlickNum; flicker.maxFlicker = maxFlickNum; flicker.dimAmount = dimAmount; flicker.dimLight = dimLight; }
public override void OnStart() { base.OnStart(); monsterCroak = "C1_PAIN.vente"; GameObject face = GameObject.GetGameObjectByName(scaryObjName); GameObject lightObj = GameObject.GetGameObjectByName(scaryLightName); light = lightObj.RequireComponent<CLight>(); lightScript = GetScript<LightFlicker>(lightObj); distortScript = GetScript<DistortForTime>(gameObject); scaryRender = face.RequireComponent<CSkinMeshRenderer>(); scaryRender.setEnabled(false); _sound = gameObject.RequireComponent<CSound>(); }
public void LaunchEmergency(Transform place, LightFlicker roomToRepair) { cols = GameObject.FindGameObjectsWithTag("Enemy"); /*Physics2D.OverlapCircleAll(place.position,radio);*/ if (cols != null) { foreach (GameObject col in cols) { if (Vector2.Distance(transform.position, col.transform.position) <= 30) { col.GetComponent <IAStates>().GoToEmergency(place, roomToRepair); } } } }
public override void OnStart() { base.OnStart(); monsterCroak = "C1_PAIN.vente"; GameObject face = GameObject.GetGameObjectByName(scaryObjName); GameObject lightObj = GameObject.GetGameObjectByName(scaryLightName); light = lightObj.RequireComponent <CLight>(); lightScript = GetScript <LightFlicker>(lightObj); distortScript = GetScript <DistortForTime>(gameObject); scaryRender = face.RequireComponent <CSkinMeshRenderer>(); scaryRender.setEnabled(false); _sound = gameObject.RequireComponent <CSound>(); }
void Start() { warningLight = GetComponentInChildren <LightFlicker>(); oxygenFlicker = oxygenText.GetComponent <UIFlicker> (); leakEffect = transform.Find("LeakEffect").GetComponent <ParticleSystem>(); rb = GetComponent <Rigidbody2D>(); weaponMount = transform.Find("WeaponMount"); gun = GetComponentInChildren <GunController>(); cam = Camera.main.transform; flipHeightThreshold = FindObjectOfType <CameraController>().baseZoom - upperMargin; EquipWeapon(); // enter ship ShipController.instance.PlayerEnter(transform); }
private void Start() { InvokeRepeating("Discharge", 0, 1.0f); flicker = GetComponent <LightFlicker>(); torch = GetComponent <Light>(); }
static void Postfix(Fireplace __instance) { if (!modEnabled.Value) { return; } string name = __instance.name; Dbgl($"starting fireplace {name}"); FieldInfo lfi = typeof(LightFlicker).GetField("m_baseIntensity", BindingFlags.NonPublic | BindingFlags.Instance); if (name.Contains("groundtorch")) { LightFlicker lf = __instance.m_enabledObject.GetComponentInChildren <LightFlicker>(); Light light = lf.GetComponent <Light>(); //Dbgl($"color: {light.color}"); //Dbgl($"range: {light.range}"); //Dbgl($"bounceIntensity: {light.bounceIntensity}"); //Dbgl($"useColorTemperature: {light.useColorTemperature}"); //Dbgl($"colorTemperature: {light.colorTemperature}"); //Dbgl($"shadowStrength: {light.shadowStrength}"); //Dbgl($"intensity: {lfi.GetValue(lf)}"); light.color = standingTorchColor.Value; light.range = standingTorchRange.Value; light.bounceIntensity = standingTorchBounceIntensity.Value; light.useColorTemperature = standingTorchUseColorTemperature.Value; light.colorTemperature = standingTorchColorTemperature.Value; light.shadowStrength = standingTorchShadowStrength.Value; lfi.SetValue(lf, standingTorchIntensity.Value); } else if (name.Contains("walltorch")) { LightFlicker lf = __instance.m_enabledObject.GetComponentInChildren <LightFlicker>(); Light light = lf.GetComponent <Light>(); light.color = sconceColor.Value; light.range = sconceRange.Value; light.bounceIntensity = sconceBounceIntensity.Value; light.useColorTemperature = sconceUseColorTemperature.Value; light.colorTemperature = sconceColorTemperature.Value; light.shadowStrength = sconceShadowStrength.Value; lfi.SetValue(lf, sconceIntensity.Value); } else if (name.Contains("fire_pit")) { LightFlicker lf = __instance.m_enabledObjectLow.GetComponentInChildren <LightFlicker>(); Light light = lf.GetComponent <Light>(); light.color = firePitColorLow.Value; light.range = firePitRangeLow.Value; light.bounceIntensity = firePitBounceIntensityLow.Value; light.useColorTemperature = firePitUseColorTemperatureLow.Value; light.colorTemperature = firePitColorTemperatureLow.Value; light.shadowStrength = firePitShadowStrengthLow.Value; lfi.SetValue(lf, firePitIntensityLow.Value); LightFlicker lf2 = __instance.m_enabledObjectHigh.GetComponentInChildren <LightFlicker>(); Light light2 = lf2.GetComponent <Light>(); light2.color = firePitColorHigh.Value; light2.range = firePitRangeHigh.Value; light2.bounceIntensity = firePitBounceIntensityHigh.Value; light2.useColorTemperature = firePitUseColorTemperatureHigh.Value; light2.colorTemperature = firePitColorTemperatureHigh.Value; light2.shadowStrength = firePitShadowStrengthHigh.Value; lfi.SetValue(lf2, firePitIntensityHigh.Value); } else if (name.Contains("bonfire")) { LightFlicker lf = __instance.m_enabledObjectLow.GetComponentInChildren <LightFlicker>(); Light light = lf.GetComponent <Light>(); light.color = bonfireColorLow.Value; light.range = bonfireRangeLow.Value; light.bounceIntensity = bonfireBounceIntensityLow.Value; light.useColorTemperature = bonfireUseColorTemperatureLow.Value; light.colorTemperature = bonfireColorTemperatureLow.Value; light.shadowStrength = bonfireShadowStrengthLow.Value; lfi.SetValue(lf, bonfireIntensityLow.Value); LightFlicker lf2 = __instance.m_enabledObjectHigh.GetComponentInChildren <LightFlicker>(); Light light2 = lf2.GetComponent <Light>(); light2.color = bonfireColorHigh.Value; light2.range = bonfireRangeHigh.Value; light2.bounceIntensity = bonfireBounceIntensityHigh.Value; light2.useColorTemperature = bonfireUseColorTemperatureHigh.Value; light2.colorTemperature = bonfireColorTemperatureHigh.Value; light2.shadowStrength = bonfireShadowStrengthHigh.Value; lfi.SetValue(lf2, bonfireIntensityHigh.Value); } else if (name.Contains("hearth")) { LightFlicker lf = __instance.m_enabledObjectLow.GetComponentInChildren <LightFlicker>(); Light light = lf.GetComponent <Light>(); light.color = hearthColorLow.Value; light.range = hearthRangeLow.Value; light.bounceIntensity = hearthBounceIntensityLow.Value; light.useColorTemperature = hearthUseColorTemperatureLow.Value; light.colorTemperature = hearthColorTemperatureLow.Value; light.shadowStrength = hearthShadowStrengthLow.Value; lfi.SetValue(lf, hearthIntensityLow.Value); LightFlicker lf2 = __instance.m_enabledObjectHigh.GetComponentInChildren <LightFlicker>(); Light light2 = lf2.GetComponent <Light>(); light2.color = hearthColorHigh.Value; light2.range = hearthRangeHigh.Value; light2.bounceIntensity = hearthBounceIntensityHigh.Value; light2.useColorTemperature = hearthUseColorTemperatureHigh.Value; light2.colorTemperature = hearthColorTemperatureHigh.Value; light2.shadowStrength = hearthShadowStrengthHigh.Value; lfi.SetValue(lf2, hearthIntensityHigh.Value); } }
public void GoToEmergency(Transform place, LightFlicker RoomTorepair) { state = IAStatus.Investigating; destinationSetter.target = place; RoomToRepair = RoomTorepair; }