Inheritance: MonoBehaviour
    public void Knockback(LightSource lightSource)
    {
        if (lightSource is Player)
        {

            Transform player = lightSource.transform;
            Rigidbody playerRigidbody = player.GetComponent<Rigidbody>();
            this.controllerRumble = player.GetComponent<ControllerRumble>();
            // Calculate a knockback force pushing the player away from the enemy fish
            Vector2 distance = (player.position - gameObject.transform.position);
            Vector2 knockback = distance.normalized * knockbackForce;

            playerRigidbody.velocity = Vector3.zero;
            playerRigidbody.AddForce(knockback, ForceMode.Impulse);

            // Instantiate hit particles
            GameObject.Instantiate(hitParticles, player.position, Quaternion.Euler(0, 0, 0));
            FlashColor(probeColorHit, hitFlashDuration);

            // Rumble the controller when the player hits a fish.
            controllerRumble.PlayerHitByFish();

            // The player was just hit
            // lastTimeHit = Time.time;
        }
    }
 public BossSeekPlayer(int priority, string id, LightSource targetLightSource, bool bossSafe)
     : base(priority, id)
 {
     this.targetLightSource = targetLightSource;
     this.bossAtSafeZone = bossSafe;
     this.SetPriority(priority);
     this.SetID(id);
 }
    public SeekOrFleeLight(int priority, string id, LightSource targetLightSource)
        : base(priority, id)
    {
        this.targetLightSource = targetLightSource;

        SetPriority(priority);
        SetID(id);
    }
    public virtual void Awake()
    {
        // Cache the GameObject's components
        lightSource = GetComponentInParent<LightSource>();

        // Set the initial colour of the light source.
        OnLightChanged(lightSource.LightEnergy.CurrentEnergy);
    }
Esempio n. 5
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 internal AddStaticItem(LightSource lightSource)
     : this()
 {
     Coords = lightSource.Coords;
     StaticItemType = StaticItemType.LightSource;
     SubType = (ushort)lightSource.Type;
     AttachedToFace = lightSource.AttachedToFace;
     GameObjectId = lightSource.Id;
 }
Esempio n. 6
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 public TorchItem(Vector2 _position, string _name, Light _light):base(_position, _name)
 {
     name = "Torch";
     position = _position;
     light = new Light(_light.color, _light.intensity, _light.type, _light.position);
     source = new LightSource(position, name, light);
     Managers.Executive.level.AddLightSource(ref source);
     intTick = 300f;
     texture = Managers.AssetManager.GetTextureAsset(name);
 }
        protected override void LoadContent()
        {
            if (Engine.SpriteBatch == null)
                Engine.SpriteBatch = new SpriteBatch(GraphicsDevice);

            cloner = new RenderTarget2D(GraphicsDevice, GraphicsDevice.Viewport.Width, GraphicsDevice.Viewport.Height);
            shadowMapResolver = new ShadowMapResolver(GraphicsDevice, World.LightsFX, GraphicsDevice.Viewport.Width);
            _lightSource = new LightSource(Engine.AnglerGame.GraphicsDeviceManager, GraphicsDevice.Viewport.Width, LightAreaQuality.VeryHigh, Color.White);
            shadowMap = new ShadowCasterMap(PrecisionSettings.VeryHigh, Engine.AnglerGame.GraphicsDeviceManager, Engine.SpriteBatch);

            base.LoadContent();
        }
 void Start()
 {
     this.timer = cooldownTime;
     this.lightSource = GetComponent<LightSource>();
     this.controllerRumble = GetComponent<ControllerRumble>();
     this.rigidbody = GetComponent<Rigidbody>();
     player = GameObject.FindWithTag("Player").transform;
     playerSound = player.GetComponent<PlayerSound>();
     GameObject mainCamera = GameObject.Find("Main Camera");
     if (mainCamera != null)
     {
         this.smoothCamera = mainCamera.GetComponent<SmoothCamera>();
     }
 }
    public PlayerLightToggle(GameObject lightsToToggle, bool defaultLightStatus, LightSource lightSource, float minimalEnergy, float propulsionLightRange)
    {
        this.lightsToToggle = lightsToToggle;
        this.lightsEnabled = defaultLightStatus;
        this.lightButtonPressed = defaultLightStatus;
        this.lightSource = lightSource;
        this.minimalEnergyRestriction = minimalEnergy;
        this.propulsionLightRange = propulsionLightRange;
        this.ToggleLights();

        // Cache very close light - needs to be refactored
        Transform lightTransform = lightsToToggle.transform.Find("VeryClose Light");
        if (lightTransform != null)
        {
            this.closeLight = lightTransform.GetComponent<Light>();
            this.closeLight.intensity = 0;
        }
    }
    public virtual void Start()
    {
        lightSource = GetComponentInParent<LightSource>();

        // Choose either the override (if assigned in the Inspector) or the component
        // attached to this GameObject.
        if (lightEnergyOverride != null)
        {
            this.lightEnergy = lightEnergyOverride;
        }
        else if (lightSource)
        {
            this.lightEnergy = lightSource.LightEnergy;
        }
        else
        {
            this.lightEnergy = null;
        }

        Subscribe();

        // Initialize the attribute to the light's initial energy
        OnLightChanged(lightEnergy.CurrentEnergy);
    }
Esempio n. 11
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        private void Construct(float x, float y)
        {
            Strength = 10;
            Dexterity = 10;
            Wisdom = 10;

            UpdateMaxHP();
            HP = MaxHP;

            UpdateMaxMana();
            Mana = MaxMana;

            XP = 0;
            Faction = "Allies";

            LightSource = new LightSource();
            LightSource.Width = 32 * 8;
            LightSource.Height = 32 * 8;
            LightSource.Color = Color.White;
            LightSource.PositionType = LightPositionType.Relative;
            CollisionGroup = "Shadow";
        }
Esempio n. 12
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 /// <summary>
 /// Register a given light source with the camera, so its lighting can be applied as a pixel shader
 /// effect.
 /// </summary>
 /// <param name="ls"></param>
 public void registerLightSource(LightSource ls)
 {
     Camera.lightSources.Add(ls);
 }
        /// <summary>
        /// Determines if the specified <see cref="LightSource" /> is one of the defined enumerations. This method is more efficient than using
        /// <see cref="Enum.IsDefined" />, since <see cref="Enum.IsDefined" /> uses reflection.
        /// </summary>
        /// <param name="lightSource">An instance of <see cref="LightSource" /> to test.</param>
        /// <returns>Returns true if <paramref name="lightSource"/> is one of the defined items in the enumeration; otherwise returns false.</returns>
        public static bool IsValidLightSource(LightSource lightSource)
        {
            switch (lightSource)
            {
                case LightSource.D55:
                case LightSource.D65:
                case LightSource.D75:
                case LightSource.Daylight:
                case LightSource.Flash:
                case LightSource.Fluorescent:
                case LightSource.Other:
                case LightSource.StandardLightA:
                case LightSource.StandardLightB:
                case LightSource.StandardLightC:
                case LightSource.Tungsten:
                case LightSource.Unknown:
                    break;

                default:
                    return false;
            }
            return true;
        }
Esempio n. 14
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 /// <summary>
 /// Add a new light to the list.
 /// </summary>
 /// <param name="light"></param>
 public void Add(LightSource light)
 {
     lights.Add(light);
 }
 /// <summary>
 /// Applies a knockback force going away from the enemy light source
 /// </summary>
 public virtual void Knockback(LightSource enemyLightSource)
 {
 }
Esempio n. 16
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 /// <summary>
 /// Applies a knockback force going away from the enemy light source
 /// </summary>
 public virtual void Knockback(LightSource enemyLightSource)
 {
 }
 /// <summary>
 /// Checks the light sources equiped by the player and makes sure the brightest one is in use
 /// </summary>
 public void UpdateLightSources()
 {
     //Check for lights
     if (lt == null) {
         lt = this.gameObject.GetComponentInChildren<Light> ();
     }
     ls = null;
     int MaxBrightness = LightSource.MagicBrightness;
     //Start with magically generated light.
     for (int i = 5; i <= 8; i++) {
         ls = null;
         //Update the gameobject at the slot if needed
         if (LightGameObjects [i - 5] != null) {
             if (GetObjectAtSlot (i) != LightGameObjects [i - 5].name) {
                 LightGameObjects [i - 5] = GetGameObjectAtSlot (i);
             }
         }
         else {
             //No object
             if (GetObjectAtSlot (i) != "") {
                 LightGameObjects [i - 5] = GetGameObjectAtSlot (i);
             }
         }
         if (GetObjectAtSlot (i) != "") {
             //GameObject objAtSlot = GetGameObjectAtSlot(i); //GameObject.Find (GetObjectAtSlot(i));
             if (LightGameObjects [i - 5] != null) {
                 ls = LightGameObjects [i - 5].GetComponent<LightSource> ();
                 if (ls != null) {
                     if (ls.IsOn == true) {
                         if (MaxBrightness < ls.Brightness) {
                             MaxBrightness = ls.Brightness;
                         }
                     }
                 }
             }
         }
     }
     lt.range = LightSource.BaseBrightness + MaxBrightness;
     if(MaxBrightness>0)
     {
             playerUW.LightActive=true;
     }
     else
     {
             playerUW.LightActive=false;
     }
 }
Esempio n. 18
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 public RenderObjectHandle(LightSource light)
 {
     obj = light;
     type = RenderObjectType.LIGHT;
 }
Esempio n. 19
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        partial void ExplodeProjSpecific(Vector2 worldPosition, Hull hull)
        {
            if (shockwave)
            {
                GameMain.ParticleManager.CreateParticle("shockwave", worldPosition,
                                                        Vector2.Zero, 0.0f, hull);
            }

            hull ??= Hull.FindHull(worldPosition, useWorldCoordinates: true);
            bool underwater = hull == null || worldPosition.Y < hull.WorldSurface;

            if (underwater && underwaterBubble)
            {
                var underwaterExplosion = GameMain.ParticleManager.CreateParticle("underwaterexplosion", worldPosition, Vector2.Zero, 0.0f, hull);
                if (underwaterExplosion != null)
                {
                    underwaterExplosion.Size      *= MathHelper.Clamp(attack.Range / 150.0f, 0.5f, 10.0f);
                    underwaterExplosion.StartDelay = 0.0f;
                }
            }

            for (int i = 0; i < attack.Range * 0.1f; i++)
            {
                if (!underwater)
                {
                    float particleSpeed = Rand.Range(0.0f, 1.0f);
                    particleSpeed = particleSpeed * particleSpeed * attack.Range;

                    if (flames)
                    {
                        float particleScale = MathHelper.Clamp(attack.Range * 0.0025f, 0.5f, 2.0f);
                        var   flameParticle = GameMain.ParticleManager.CreateParticle("explosionfire",
                                                                                      ClampParticlePos(worldPosition + Rand.Vector((float)System.Math.Sqrt(Rand.Range(0.0f, attack.Range))), hull),
                                                                                      Rand.Vector(Rand.Range(0.0f, particleSpeed)), 0.0f, hull);
                        if (flameParticle != null)
                        {
                            flameParticle.Size *= particleScale;
                        }
                    }
                    if (smoke)
                    {
                        GameMain.ParticleManager.CreateParticle(Rand.Range(0.0f, 1.0f) < 0.5f ? "explosionsmoke" : "smoke",
                                                                ClampParticlePos(worldPosition + Rand.Vector((float)System.Math.Sqrt(Rand.Range(0.0f, attack.Range))), hull),
                                                                Rand.Vector(Rand.Range(0.0f, particleSpeed)), 0.0f, hull);
                    }
                }
                else if (underwaterBubble)
                {
                    Vector2 bubblePos = Rand.Vector(Rand.Range(0.0f, attack.Range * 0.5f));

                    GameMain.ParticleManager.CreateParticle("risingbubbles", worldPosition + bubblePos,
                                                            Vector2.Zero, 0.0f, hull);

                    if (i < attack.Range * 0.02f)
                    {
                        var underwaterExplosion = GameMain.ParticleManager.CreateParticle("underwaterexplosion", worldPosition + bubblePos,
                                                                                          Vector2.Zero, 0.0f, hull);
                        if (underwaterExplosion != null)
                        {
                            underwaterExplosion.Size *= MathHelper.Clamp(attack.Range / 300.0f, 0.5f, 2.0f) * Rand.Range(0.8f, 1.2f);
                        }
                    }
                }

                if (sparks)
                {
                    GameMain.ParticleManager.CreateParticle("spark", worldPosition,
                                                            Rand.Vector(Rand.Range(500.0f, 800.0f)), 0.0f, hull);
                }
            }

            if (flash)
            {
                float displayRange = flashRange.HasValue ? flashRange.Value : attack.Range;
                if (displayRange < 0.1f)
                {
                    return;
                }
                var light = new LightSource(worldPosition, displayRange, Color.LightYellow, null);
                CoroutineManager.StartCoroutine(DimLight(light));
            }
        }
Esempio n. 20
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 /**
  * Update the light list for this scene.
  *
  * @param lights array of light source objects
  */
 public void setLightList(LightSource[] lights)
 {
     lightServer.setLights(lights);
 }
Esempio n. 21
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 /// <summary>
 /// Remove a light from the list.
 /// </summary>
 /// <param name="light"></param>
 public void Remove(LightSource light)
 {
     lights.Remove(light);
 }
    private void OnConsumedLightSource(LightSource consumedLightSource)
    {
        // If the player ate a fish
        if (consumedLightSource.CompareTag("Fish"))
        {
            FlashColor(probeColorEatFish, eatFlashDuration);
        }

        // If the player collected a pickup (yellow ball)
        if (consumedLightSource.CompareTag("Pickup"))
        {
            FlashColor(probeColorEatPickup, eatFlashDuration);
        }
    }
    /// <summary>
    /// Called when the player is hit by a light source that is stronger than him
    /// </summary>
    public override void Knockback(LightSource enemyLightSource)
    {
        // Calculate a knockback force pushing the player away from the enemy fish
        Vector2 distance = (Transform.position - enemyLightSource.Transform.position);
        Vector2 knockback = distance.normalized * knockbackForce;

        Rigidbody.velocity = Vector3.zero;
        Rigidbody.AddForce(knockback, ForceMode.Impulse);

        // If the player was hit by a fish
        if (enemyLightSource.CompareTag("Fish"))
        {
            // Instantiate hit particles
            GameObject.Instantiate(fishHitParticles, transform.position, Quaternion.Euler(0, 0, 0));
            FlashColor(probeColorHit, hitFlashDuration);

            // Rumble the controller when the player hits a fish.
            controllerRumble.PlayerHitByFish();
        }

        // The player was just hit
        lastTimeHit = Time.time;
    }
Esempio n. 24
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        public static void BuildCastle(Position center, int radius, int height, Block.BlockType blockType, Facing frontFace)
        {
            //make sure diagonal positions are valid
            if (!WorldData.IsValidBlockLocation(center.X - radius, center.Y, center.Z - radius)) return;
            if (!WorldData.IsValidBlockLocation(center.X + radius, center.Y, center.Z + radius)) return;

            //clear area with air
            WorldData.PlaceCuboid(new Position(center.X - radius, center.Y, center.Z - radius), new Position(center.X + radius, center.Y + height - 1, center.Z + radius), Block.BlockType.Air, true);
            //front wall
            WorldData.PlaceCuboid(new Position(center.X - radius, center.Y, center.Z + radius), new Position(center.X + radius, center.Y + height - 1, center.Z + radius), blockType, true);
            //back wall
            WorldData.PlaceCuboid(new Position(center.X - radius, center.Y, center.Z - radius), new Position(center.X + radius, center.Y + height - 1, center.Z - radius), blockType, true);
            //left wall
            WorldData.PlaceCuboid(new Position(center.X - radius, center.Y, center.Z - radius), new Position(center.X - radius, center.Y + height - 1, center.Z + radius), blockType, true);
            //right wall
            WorldData.PlaceCuboid(new Position(center.X + radius, center.Y, center.Z - radius), new Position(center.X + radius, center.Y + height - 1, center.Z + radius), blockType, true);

            //front and back tops
            for (var x = center.X - radius; x <= center.X + radius; x += 2)
            {
                WorldData.PlaceBlock(new Position(x, center.Y + height, center.Z + radius), blockType, true);
                WorldData.PlaceBlock(new Position(x, center.Y + height, center.Z - radius), blockType, true);
            }
            //side tops
            for (var z = center.Z - radius; z <= center.Z + radius; z += 2)
            {
                WorldData.PlaceBlock(new Position(center.X + radius, center.Y + height, z), blockType, true);
                WorldData.PlaceBlock(new Position(center.X - radius, center.Y + height, z), blockType, true);
            }

            //top wood floor
            WorldData.PlaceCuboid(new Position(center.X - radius + 1, center.Y + height - 2, center.Z - radius + 1), new Position(center.X + radius - 1, center.Y + height - 2, center.Z + radius - 1), Block.BlockType.WoodTile2, true);

            //door/lights
            Position doorBottom = center;
            Position outsideLight1;
            Position outsideLight2;
            switch (frontFace)
            {
                case Facing.North:
                    doorBottom.Z -= radius;
                    outsideLight1 = doorBottom;
                    outsideLight1.Z--;
                    outsideLight2 = outsideLight1;
                    outsideLight1.X--;
                    outsideLight2.X++;
                    break;
                case Facing.East:
                    doorBottom.X += radius;
                    outsideLight1 = doorBottom;
                    outsideLight1.X++;
                    outsideLight2 = outsideLight1;
                    outsideLight1.Z--;
                    outsideLight2.Z++;
                    break;
                case Facing.South:
                    doorBottom.Z += radius;
                    outsideLight1 = doorBottom;
                    outsideLight1.Z++;
                    outsideLight2 = outsideLight1;
                    outsideLight1.X--;
                    outsideLight2.X++;
                    break;
                default:
                    doorBottom.X -= radius;
                    outsideLight1 = doorBottom;
                    outsideLight1.X--;
                    outsideLight2 = outsideLight1;
                    outsideLight1.Z--;
                    outsideLight2.Z++;
                    break;
            }
            outsideLight1.Y += 2;
            outsideLight2.Y += 2;
            WorldData.PlaceCuboid(doorBottom, new Position(doorBottom.X, doorBottom.Y + 1, doorBottom.Z), Block.BlockType.Air, true); //clear space for door

            //add lights
            //todo: downside to this is its causing extra chunk queues and lightbox rebuilds, only for structure builds so not a huge deal for now
            //-clients are independently adding the lightsources, so id's might not match with server, for now theres no reason requiring them to match
            //-another quirk is if the location ends up not being valid, the client will get an error msg and not know why if this came from the server
            //-eventually may want a way for the AddStructure packet to include them, structures might get built containing many static items...
            if (WorldData.IsValidStaticItemPosition(outsideLight1))
            {
                var ls1 = new LightSource(ref outsideLight1, LightSourceType.Lantern, frontFace.ToFace().ToOpposite());
                new LightSource(ref ls1.Coords, ls1.Type, ls1.AttachedToFace, ls1.Id);
            }
            if (WorldData.IsValidStaticItemPosition(outsideLight2))
            {
                var ls2 = new LightSource(ref outsideLight2, LightSourceType.Lantern, frontFace.ToFace().ToOpposite());
                new LightSource(ref ls2.Coords, ls2.Type, ls2.AttachedToFace, ls2.Id);
            }
        }
Esempio n. 25
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        public static void BuildCastle(Position center, int radius, int height, Block.BlockType blockType, Facing frontFace)
        {
            //make sure diagonal positions are valid
            if (!WorldData.IsValidBlockLocation(center.X - radius, center.Y, center.Z - radius))
            {
                return;
            }
            if (!WorldData.IsValidBlockLocation(center.X + radius, center.Y, center.Z + radius))
            {
                return;
            }

            //clear area with air
            WorldData.PlaceCuboid(new Position(center.X - radius, center.Y, center.Z - radius), new Position(center.X + radius, center.Y + height - 1, center.Z + radius), Block.BlockType.Air, true);
            //front wall
            WorldData.PlaceCuboid(new Position(center.X - radius, center.Y, center.Z + radius), new Position(center.X + radius, center.Y + height - 1, center.Z + radius), blockType, true);
            //back wall
            WorldData.PlaceCuboid(new Position(center.X - radius, center.Y, center.Z - radius), new Position(center.X + radius, center.Y + height - 1, center.Z - radius), blockType, true);
            //left wall
            WorldData.PlaceCuboid(new Position(center.X - radius, center.Y, center.Z - radius), new Position(center.X - radius, center.Y + height - 1, center.Z + radius), blockType, true);
            //right wall
            WorldData.PlaceCuboid(new Position(center.X + radius, center.Y, center.Z - radius), new Position(center.X + radius, center.Y + height - 1, center.Z + radius), blockType, true);

            //front and back tops
            for (var x = center.X - radius; x <= center.X + radius; x += 2)
            {
                WorldData.PlaceBlock(new Position(x, center.Y + height, center.Z + radius), blockType, true);
                WorldData.PlaceBlock(new Position(x, center.Y + height, center.Z - radius), blockType, true);
            }
            //side tops
            for (var z = center.Z - radius; z <= center.Z + radius; z += 2)
            {
                WorldData.PlaceBlock(new Position(center.X + radius, center.Y + height, z), blockType, true);
                WorldData.PlaceBlock(new Position(center.X - radius, center.Y + height, z), blockType, true);
            }

            //top wood floor
            WorldData.PlaceCuboid(new Position(center.X - radius + 1, center.Y + height - 2, center.Z - radius + 1), new Position(center.X + radius - 1, center.Y + height - 2, center.Z + radius - 1), Block.BlockType.WoodTile2, true);

            //door/lights
            Position doorBottom = center;
            Position outsideLight1;
            Position outsideLight2;

            switch (frontFace)
            {
            case Facing.North:
                doorBottom.Z -= radius;
                outsideLight1 = doorBottom;
                outsideLight1.Z--;
                outsideLight2 = outsideLight1;
                outsideLight1.X--;
                outsideLight2.X++;
                break;

            case Facing.East:
                doorBottom.X += radius;
                outsideLight1 = doorBottom;
                outsideLight1.X++;
                outsideLight2 = outsideLight1;
                outsideLight1.Z--;
                outsideLight2.Z++;
                break;

            case Facing.South:
                doorBottom.Z += radius;
                outsideLight1 = doorBottom;
                outsideLight1.Z++;
                outsideLight2 = outsideLight1;
                outsideLight1.X--;
                outsideLight2.X++;
                break;

            default:
                doorBottom.X -= radius;
                outsideLight1 = doorBottom;
                outsideLight1.X--;
                outsideLight2 = outsideLight1;
                outsideLight1.Z--;
                outsideLight2.Z++;
                break;
            }
            outsideLight1.Y += 2;
            outsideLight2.Y += 2;
            WorldData.PlaceCuboid(doorBottom, new Position(doorBottom.X, doorBottom.Y + 1, doorBottom.Z), Block.BlockType.Air, true);             //clear space for door

            //add lights
            //todo: downside to this is its causing extra chunk queues and lightbox rebuilds, only for structure builds so not a huge deal for now
            //-clients are independently adding the lightsources, so id's might not match with server, for now theres no reason requiring them to match
            //-another quirk is if the location ends up not being valid, the client will get an error msg and not know why if this came from the server
            //-eventually may want a way for the AddStructure packet to include them, structures might get built containing many static items...
            if (WorldData.IsValidStaticItemPosition(outsideLight1))
            {
                var ls1 = new LightSource(ref outsideLight1, LightSourceType.Lantern, frontFace.ToFace().ToOpposite());
                new LightSource(ref ls1.Coords, ls1.Type, ls1.AttachedToFace, ls1.Id);
            }
            if (WorldData.IsValidStaticItemPosition(outsideLight2))
            {
                var ls2 = new LightSource(ref outsideLight2, LightSourceType.Lantern, frontFace.ToFace().ToOpposite());
                new LightSource(ref ls2.Coords, ls2.Type, ls2.AttachedToFace, ls2.Id);
            }
        }
 /// <summary>
 /// Rumbles the controller when the player eats a fish
 /// </summary>
 public void PlayerAteFish(LightSource fish)
 {
     StartCoroutine(Rumble(playerIndex, eatFishRumbleIntensity, eatFishRumbleIntensity, eatFishRumbleTime));
 }
Esempio n. 27
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        private void Form1_Load(object sender, EventArgs e)
        {
            Sphere = new Mesh();
            Sphere.ToUVSphere(2, 30);
            Camera1              = new Camera();
            Camera1.FOV          = new Size(90, 90);
            Camera1.NormalAxis   = Axes.Z;
            Camera1.VerticalAxis = Axes.Y;
            Camera1.RightAxis    = Axes.X;
            Cubes = new List <Mesh> {
                new Mesh(), new Mesh(), new Mesh()
            };
            Sun            = new LightSource();
            Sun.Position   = new _Point(0, 10, 1);
            bm             = new Bitmap(800, 800);
            Globals.BMSize = bm.Size;
            graphics       = Graphics.FromImage(bm);
            for (int x = 0; x < bm.Width; x++)
            {
                for (int y = 0; y < bm.Height; y++)
                {
                    bm.SetPixel(x, y, Color.White);
                }
            }


            CameraAngles = new Point(90, 90);

            /*
             * PSystem = new ParticleSystem();
             *
             * PSystem.GenerateParticles(10, new _Point(0, 0, 4), 1, new _Point(0, 0, 0));
             * PSystem.TimeInterval = .1;
             * PSystem.ParticleRadius = .01;
             * PSystem.AttractionRadius = .5;
             * PSystem.ParticleColor = Color.Black;
             * DrawParticles(PSystem);
             */
            Cubes[0].ToCube(new _Point(-1, -1, 2), .8);
            Cubes[1].ToCube(new _Point(0, 1.5, 2), 1.5);
            Cubes[2].ToCube(new _Point(2, -1, 3), 1);

            foreach (Mesh cube in Cubes)
            {
                DrawMesh(cube);
            }


            //DrawMesh(Sphere);

            /*
             * for(int i=0; i<Sphere.Verts.Count; i++)
             * {
             *  for (int j = 0; j < Sphere.Verts[i].Count; j++)
             *  {
             *      _Point point = Sphere.Verts[i][j];
             *      Sphere.Verts[i][j] = VectMath.Add(new _Point(0, -2, 4), point);
             *      point = Sphere.Verts[i][j];
             *      if (convert2D(point).X > 0 && convert2D(point).X < bm.Width && convert2D(point).Y > 0 && convert2D(point).X < bm.Height)
             *      {
             *
             *          bm.SetPixel(convert2D(point).X, convert2D(point).Y, Color.Black);
             *      }
             *  }
             * }
             */
            pictureBox1.Image = bm;
        }
Esempio n. 28
0
 private static void _fastToolTimer_Elapsed(object sender, ElapsedEventArgs e)
 {
     if (CurrentTool == ToolType.FastDestroy && !BlockCursorHost.Position.Equals(_prevFastPositionSent))
     {
         _prevFastPositionSent = BlockCursorHost.Position;
         Game.InputHost.AddOrRemoveBlock(Block.BlockType.Air);
     }
     else if (CurrentTool == ToolType.FastBuild && !BlockCursorHost.PositionAdd.Equals(_prevFastPositionSent))
     {
         _prevFastPositionSent = BlockCursorHost.PositionAdd;
         var buttonToolBlockType = _toolButtons[(int)ToolType.ToolBlockType];
         if (buttonToolBlockType.BlockType > 0) //only add a block if a non air block type is selected
         {
             Game.InputHost.AddOrRemoveBlock(buttonToolBlockType.BlockType);
         }
         else if (buttonToolBlockType.LightSourceType.HasValue)
         {
             var position = BlockCursorHost.PositionAdd;
             if (WorldData.IsValidStaticItemPosition(position))
             {
                 var lightSource = new LightSource(ref position, buttonToolBlockType.LightSourceType.Value, BlockCursorHost.SelectedFace.ToOpposite());
                 new AddStaticItem(lightSource).Send();
             }
         }
     }
 }
Esempio n. 29
0
        public void SetParameters(List <LightNode> globalLights, List <LightNode> localLights)
        {
            bool ambientSet = false;

            ClearBasicEffectLights();
            lightSources.Clear();
            LightNode lNode             = null;
            Vector4   ambientLightColor = new Vector4(0, 0, 0, 1);

            // traverse the local lights in reverse order in order to get closest light sources
            // in the scene graph
            for (int i = localLights.Count - 1; i >= 0; i--)
            {
                lNode = localLights[i];
                // only set the ambient light color if it's not set yet and not the default color (0, 0, 0, 1)
                if (!ambientSet && (!lNode.AmbientLightColor.Equals(ambientLightColor)))
                {
                    ambientLightColor = lNode.AmbientLightColor;
                    ambientSet        = true;
                }

                if (lightSources.Count < MaxLights)
                {
                    // skip the light source if not enabled or not a directional light
                    if (!lNode.LightSource.Enabled || (lNode.LightSource.Type != LightType.Directional))
                    {
                        continue;
                    }

                    LightSource source = new LightSource();
                    source.Diffuse = lNode.LightSource.Diffuse;

                    tmpVec1 = lNode.LightSource.Direction;
                    Matrix.CreateTranslation(ref tmpVec1, out tmpMat1);
                    tmpMat2 = lNode.WorldTransformation;
                    MatrixHelper.GetRotationMatrix(ref tmpMat2, out tmpMat2);
                    Matrix.Multiply(ref tmpMat1, ref tmpMat2, out tmpMat3);

                    source.Direction = tmpMat3.Translation;
                    source.Specular  = lNode.LightSource.Specular;

                    lightSources.Add(source);

                    // If there are already 3 lights, then skip other lights
                    if (lightSources.Count >= MaxLights)
                    {
                        break;
                    }
                }
            }

            // Next, traverse the global lights in normal order
            for (int i = 0; i < globalLights.Count; i++)
            {
                lNode = globalLights[i];
                // only set the ambient light color if it's not set yet and not the default color (0, 0, 0, 1)
                if (!ambientSet && (!lNode.AmbientLightColor.Equals(ambientLightColor)))
                {
                    ambientLightColor = lNode.AmbientLightColor;
                    ambientSet        = true;
                }

                if (lightSources.Count < MaxLights)
                {
                    // skip the light source if not enabled or not a directional light
                    if (!lNode.LightSource.Enabled || (lNode.LightSource.Type != LightType.Directional))
                    {
                        continue;
                    }

                    LightSource source = new LightSource();
                    source.Diffuse = lNode.LightSource.Diffuse;

                    tmpVec1 = lNode.LightSource.Direction;
                    Matrix.CreateTranslation(ref tmpVec1, out tmpMat1);
                    tmpMat2 = lNode.WorldTransformation;
                    MatrixHelper.GetRotationMatrix(ref tmpMat2, out tmpMat2);
                    Matrix.Multiply(ref tmpMat1, ref tmpMat2, out tmpMat3);

                    source.Direction = tmpMat3.Translation;
                    source.Specular  = lNode.LightSource.Specular;

                    lightSources.Add(source);

                    // If there are already 3 lights, then skip other lights
                    if (lightSources.Count >= MaxLights)
                    {
                        break;
                    }
                }
            }

            ambientLight = Vector3Helper.GetVector3(ambientLightColor);

            if (lightSources.Count > 0)
            {
                DirectionalLight[] lights = { skinnedEffect.DirectionalLight0,
                                              skinnedEffect.DirectionalLight1, skinnedEffect.DirectionalLight2 };

                int numLightSource = lightSources.Count;
                for (int i = 0; i < numLightSource; i++)
                {
                    lights[i].Enabled       = true;
                    lights[i].DiffuseColor  = Vector3Helper.GetVector3(lightSources[i].Diffuse);
                    lights[i].Direction     = lightSources[i].Direction;
                    lights[i].SpecularColor = Vector3Helper.GetVector3(lightSources[i].Specular);
                }
            }

            skinnedEffect.AmbientLightColor = ambientLight;

            lightsChanged = true;
        }
    /// <summary>
    /// Returns true if this LightSource can absorb the given LightSource
    /// Calculated by comparing the amount of energy in LightEnergy property of LightSources 
    /// </summary>
    private bool CanAbsorb(LightSource otherLightSource)
    {
        if (!otherLightSource.CanBeAbsorbed()) { return false; }
        
        // If this light source has more energy than the other one, return true. This light source can absorb the given argument.
        if (canAbsorb && LightEnergy.CurrentEnergy > otherLightSource.LightEnergy.CurrentEnergy) { return true; }
                       
        if (canAbsorb && !otherLightSource.canAbsorb) { return true; }        
        
        // The player can always absorb a light source with LightSource.playerWillAlwaysAbsorb set to true
        if (this is Player && canAbsorb && otherLightSource.playerWillAlwaysAbsorb) { return true; }

        return false;        
    }
Esempio n. 31
0
        /// <summary>Process a user entered slash command.</summary>
        /// <remarks>
        /// when a command is successful use 'return' to leave the function
        /// when a command is not succesful use 'break' for an invalid command msg to get displayed
        /// </remarks>
        public static void ProcessSlashCommand(string text)
        {
            if (text.Length <= 1) { AddSlashResult("Unknown command."); return;}
            LastSlashCommand = text;
            var args = text.TrimStart('/').ToLower().Split(' ');
            switch (args[0])
            {
                case "?":
                case "help":
                case "commands":
                    DisplayCommandHelp();
                    return;
                case "admin":
                    if (ArgCountInvalid(2, args)) return;
                    new PlayerOption(PlayerOption.OptionType.Admin, System.Text.Encoding.UTF8.GetBytes(args[1])).Send();
                    return;
                case "broadcast":
                    if (Config.IsSinglePlayer) { AddSlashResult("Only available in Multiplayer."); return; }
                    new ServerCommand(ServerCommandType.Broadcast).Send(); //this would still need a way to send the actual message
                    return;
                case "clear":
                    Game.UiHost.ClearChatMessages();
                    return;
                case "cr":
                case "creative":
                    if (args.Length == 1) { AddSlashResult(string.Format("Creative mode {0}.", Config.CreativeMode ? "On" : "Off")); return; }
                    if (ArgCountInvalid(2, args)) return;
                    switch (args[1])
                    {
                        case "on":
                            new PlayerOption(PlayerOption.OptionType.Creative, BitConverter.GetBytes(1)).Send();
                            return;
                        case "off":
                            new PlayerOption(PlayerOption.OptionType.Creative, BitConverter.GetBytes(0)).Send();
                            return;
                    }
                    break;
                case "ci":
                case "chunk":
                    var chunk = WorldData.Chunks[Game.Player.Coords];
                    AddSlashResult(string.Format("Chunk {0}: VBOs {1}; Primitives {2}; Deepest transparent level {3}; Highest non air level {4}", chunk.Coords, chunk.VboCount, chunk.PrimitiveCount, chunk.DeepestTransparentLevel, chunk.HighestNonAirLevel));
                    return;
                case "cu":
                case "chunkupdates":
                    if (ArgCountInvalid(2, args)) return;
                    switch (args[1])
                    {
                        case "on": Settings.ChunkUpdatesDisabled = false; AddSlashResult("Chunk updates enabled."); return;
                        case "off": Settings.ChunkUpdatesDisabled = true; AddSlashResult("Chunk updates disabled."); return;
                    }
                    break;
                case "heightmap":
                    if (!Config.CreativeMode) { AddSlashResult("Must be in Creative Mode."); return; }
                    AddSlashResult(string.Format("HeightMap value for {0} is {1}", BlockCursorHost.Position, WorldData.Chunks[BlockCursorHost.Position].HeightMap[BlockCursorHost.Position.X % Chunk.CHUNK_SIZE, BlockCursorHost.Position.Z % Chunk.CHUNK_SIZE]));
                    return;
                case "id":
                    AddSlashResult(string.Format("UserName: {0} (Id {1})", Game.Player.UserName, Game.Player.Id));
                    return;
                case "invhack":
                    for (int i = 0; i < Game.Player.Inventory.Length; i++) Game.Player.Inventory[i] += 200;
                    return;
                case "itemcount":
                    if (!Config.CreativeMode) { AddSlashResult("Must be in Creative Mode."); return; }
                    AddSlashResult(string.Format("World contains {0} items.", WorldData.GameItems.Count));
                    return;
                case "lantern":
                    var position = BlockCursorHost.PositionAdd;
                    if (WorldData.IsValidStaticItemPosition(position))
                    {
                        var lantern = new LightSource(ref position, LightSourceType.Lantern, BlockCursorHost.SelectedFace.ToOpposite());
                        new AddStaticItem(lantern).Send();
                    }
                    return;
                case "loc":
                case "location":
                    AddSlashResult(string.Format("{0}:", Game.Player.UserName));
                    AddSlashResult(string.Format(" Block {0}", Game.Player.Coords));
                    AddSlashResult(string.Format(" Coords (x={0}, y={1}, z={2})", Game.Player.Coords.Xf, Game.Player.Coords.Yf, Game.Player.Coords.Zf));
                    AddSlashResult(string.Format(" Dir ({0}) Pitch ({1})", MathHelper.RadiansToDegrees(Game.Player.Coords.Direction), MathHelper.RadiansToDegrees(Game.Player.Coords.Pitch)));
                    return;
                case "maxtexturesize":
                    int mts;
                    GL.GetInteger(GetPName.MaxTextureSize, out mts);
                    AddSlashResult("Max texture size: " + mts);
                    return;
                case "m":
                case "move":
                    if (ArgCountInvalid(3, args)) return;
                    if (!Config.CreativeMode) { AddSlashResult("Must be in Creative Mode."); return; }
                    short moveTo;
                    if (!short.TryParse(args[2], out moveTo)) break;
                    var newCoords = Game.Player.Coords;
                    switch (args[1])
                    {
                        case "x": newCoords.Xf = moveTo; break;
                        case "y": newCoords.Yf = moveTo; break;
                        case "z": newCoords.Zf = moveTo; break;
                    }
                    if (!newCoords.Equals(Game.Player.Coords))
                    {
                        if (newCoords.IsValidPlayerLocation) { Game.Player.Coords = newCoords; return; }
                        AddSlashResult("Invalid location.");
                        return;
                    }
                    break;
                case "movechunk":
                case "movetochunk":
                    if (ArgCountInvalid(3, args)) return;
                    if (!Config.CreativeMode) { AddSlashResult("Must be in Creative Mode."); return; }
                    byte chunkX, chunkZ;
                    if (!byte.TryParse(args[1], out chunkX) || !byte.TryParse(args[2], out chunkZ)) break;
                    var newChunkMoveCoords = new Coords(chunkX * Chunk.CHUNK_SIZE + Chunk.CHUNK_SIZE / 2, Chunk.CHUNK_HEIGHT, chunkZ * Chunk.CHUNK_SIZE + Chunk.CHUNK_SIZE / 2, Game.Player.Coords.Direction, Game.Player.Coords.Pitch);
                    if (newChunkMoveCoords.IsValidPlayerLocation) { Game.Player.Coords = newChunkMoveCoords; return; }
                    break;
                case "music":
                    if (ArgCountInvalid(2, args)) return;
                    if (!Config.SoundEnabled) { AddSlashResult("Sound is disabled."); return; }
                    switch (args[1])
                    {
                        case "on":
                            if (!Config.MusicEnabled)
                            {
                                Config.MusicEnabled = true;
                                Config.Save();
                                Sounds.Music.StartMusic();
                            }
                            AddSlashResult("Music enabled.");
                            return;
                        case "off":
                            Config.MusicEnabled = false;
                            Config.Save();
                            Sounds.Music.StopMusic();
                            AddSlashResult("Music disabled.");
                            return;
                    }
                    break;
                case "opengl":
                    AddSlashResult(Utilities.Diagnostics.OpenGlInfo());
                    return;
                case "outline":
                    Settings.OutlineChunks = !Settings.OutlineChunks;
                    WorldData.Chunks.QueueAllWithinViewDistance();
                    AddSlashResult(string.Format("Chunk outlining {0}.", Settings.OutlineChunks ? "enabled" : "disabled"));
                    return;
                case "phack":
                case "playerhack":
                    NetworkClient.Players.TryAdd(5000, new Player(5000, "Tester McGee", new Coords(Game.Player.Coords.Xf - 1, Game.Player.Coords.Yf, Game.Player.Coords.Zf, Game.Player.Coords.Direction, Game.Player.Coords.Pitch)));
                    NetworkClient.Players.TryAdd(5001, new Player(5001, "Tester McGee2", new Coords(Game.Player.Coords.Xf + 3, Game.Player.Coords.Yf, Game.Player.Coords.Zf, Game.Player.Coords.Direction + MathHelper.Pi, Game.Player.Coords.Pitch)));
                    return;
                case "raiseexception":
                    //-can be used to test the msgbox error handler in release mode
                    //-can be used to test obfuscation was done properly by looking at the stack trace displayed in release mode
                    throw new Exception("Manually created exception from slash command.");
                case "server":
                    AddSlashResult(Config.IsSinglePlayer ? "Not applicable in single player mode." : string.Format("{0}:{1}", NetworkClient.ServerIp, NetworkClient.ServerPort));
                    return;
                case "serverversion":
                    if (Config.IsSinglePlayer) { AddSlashResult("Not applicable in single player mode."); return; }
                    new ServerCommand(ServerCommandType.ServerVersion).Send();
                    return;
                case "sp":
                case "speed":
                    if (ArgCountInvalid(2, args)) return;
                    switch (args[1])
                    {
                        case "on":
                            new PlayerOption(PlayerOption.OptionType.Speed, BitConverter.GetBytes(5)).Send();
                            return;
                        case "off":
                            new PlayerOption(PlayerOption.OptionType.Speed, BitConverter.GetBytes(1)).Send();
                            return;
                        default:
                            int multiplier;
                            if (int.TryParse(args[1], out multiplier))
                            {
                                new PlayerOption(PlayerOption.OptionType.Speed, BitConverter.GetBytes(multiplier)).Send();
                                return;
                            }
                            break;
                    }
                    break;
                case "sound":
                    if (ArgCountInvalid(2, args)) return;
                    switch (args[1])
                    {
                        case "on":
                            Config.SoundEnabled = true;
                            Sounds.Audio.LoadSounds();
                            AddSlashResult("Sound enabled.");
                            return;
                        case "off":
                            Config.SoundEnabled = false;
                            Sounds.Audio.Dispose();
                            AddSlashResult("Sound disabled.");
                            return;
                    }
                    break;
                case "stuck":
                    Game.Player.Coords = new Coords(WorldData.SizeInBlocksX / 2f, Chunk.CHUNK_HEIGHT, WorldData.SizeInBlocksZ / 2f, Game.Player.Coords.Direction, Game.Player.Coords.Pitch);
                    return;
                case "sun":
                    if (ArgCountInvalid(2, 3, args)) return;
                    if (!Config.CreativeMode) { AddSlashResult("Must be in Creative Mode."); return; }
                    switch (args[1])
                    {
                        case "loc":
                        case "info":
                        case "position":
                        case "speed":
                            AddSlashResult(string.Format("Sun: Degrees {0}, Strength {1}, Speed {2}", MathHelper.RadiansToDegrees(SkyHost.SunAngleRadians), SkyHost.SunLightStrength, SkyHost.SpeedMultiplier));
                            return;
                        case "move":
                        case "degrees":
                            if (ArgCountInvalid(3, args)) return;
                            ushort sunDegrees;
                            if (ushort.TryParse(args[2], out sunDegrees) && sunDegrees <= 360)
                            {
                                new ServerCommand(ServerCommandType.MoveSun, sunDegrees).Send();
                                return;
                            }
                            AddSlashResult("Invalid degrees.");
                            return;
                    }

                    //following commands only work in single player
                    if (!Config.IsSinglePlayer) { AddSlashResult("Cannot change sun speed in Multiplayer."); return; }
                    switch (args[1])
                    {
                        case "+":
                        case "faster":
                            SkyHost.SpeedMultiplier *= 2;
                            AddSlashResult("Sun speed increased.");
                            return;
                        case "-":
                        case "slower":
                            SkyHost.SpeedMultiplier /= 2;
                            AddSlashResult("Sun speed decreased.");
                            return;
                        case "default":
                        case "start":
                            SkyHost.SpeedMultiplier = SkyHost.DEFAULT_SPEED_MULTIPLIER;
                            AddSlashResult("Sun reset to default speed.");
                            return;
                        case "stop":
                            SkyHost.SpeedMultiplier = 0;
                            AddSlashResult("Sun stopped.");
                            return;
                    }
                    break;
                case "tp":
                case "teleport":
                    if (ArgCountInvalid(2, args)) return;
                    int playerId;
                    if (!Config.CreativeMode)
                    {
                        AddSlashResult("Must be in Creative Mode.");
                    }
                    else if (!int.TryParse(args[1], out playerId) || !NetworkClient.Players.ContainsKey(playerId))
                    {
                        AddSlashResult("Invalid player id.");
                    }
                    else if(playerId == Game.Player.Id)
                    {
                        AddSlashResult("Cannot teleport to yourself.");
                    }
                    else
                    {
                        Game.Player.Coords = NetworkClient.Players[playerId].Coords;
                    }
                    return;
                case "throwexception":
                    new ThrowException().Send();
                    return;
                case "time":
                    AddSlashResult(string.Format("Time in game: {0:h:mm tt}", SkyHost.Time));
                    return;
                case "ui":
                    if (ArgCountInvalid(2, args)) return;
                    switch (args[1])
                    {
                        case "on": Settings.UiDisabled = false; AddSlashResult("UI enabled."); return;
                        case "off": Settings.UiDisabled = true; AddSlashResult("UI disabled."); return;
                    }
                    break;
                case "username":
                    AddSlashResult(Game.Player.UserName);
                    return;
                case "ver":
                case "version":
                    AddSlashResult(string.Format("Version {0}", Settings.VersionDisplay));
                    return;
                case "vd":
                case "view":
                case "viewdistance":
                    switch (args.Length)
                    {
                        case 1:
                            AddSlashResult(string.Format("{0} ({1} blocks)", Config.ViewDistance, Settings.ZFar));
                            return;
                        case 2:
                            //view distance can be changed by either entering the string view distance or the numeric enum value
                            //the check of enum length is needed because the TryParse lets numeric values through that are larger then the number of values strangely
                            ViewDistance vd;
                            if (Enum.TryParse(args[1], true, out vd) && (int)vd < Enum.GetValues(typeof(ViewDistance)).Length)
                            {
                                Utilities.Misc.ChangeViewDistance(vd);
                                AddSlashResult(string.Format("{0} ({1} blocks)", Config.ViewDistance, Settings.ZFar));
                            }
                            else
                            {
                                AddSlashResult("Unknown view distance.");
                            }
                            return;
                    }
                    break;
                case "vsync":
                    Config.VSync = !Config.VSync;
                    Settings.Game.VSync = Config.VSync ? VSyncMode.On : VSyncMode.Off;
                    AddSlashResult("VSync: " + Settings.Game.VSync);
                    return;
                case "walloftext":
                    for (int i = 0; i < 10; i++) AddSlashResult(new string('X', 80));
                    return;
                case "who":
                    switch (args.Length)
                    {
                        case 1:
                            if (NetworkClient.Players.Count > 1) AddSlashResult(string.Format("{0} players connected:", NetworkClient.Players.Count));
                            foreach (var player in NetworkClient.Players.Values) AddSlashResult(player);
                            return;
                        case 2:
                            foreach (var player in NetworkClient.Players.Values.Where(player => player.UserName.Equals(args[1], StringComparison.InvariantCultureIgnoreCase)))
                            {
                                AddSlashResult(player);
                                return;
                            }
                            AddSlashResult("Player not found.");
                            return;
                    }
                    break;
                case "wireframe":
                    if (!Config.CreativeMode) { AddSlashResult("Must be in Creative Mode."); return; }
                    int mode;
                    GL.GetInteger(GetPName.PolygonMode, out mode);
                    GL.PolygonMode(MaterialFace.FrontAndBack, mode == (int)PolygonMode.Fill ? PolygonMode.Line : PolygonMode.Fill);
                    return;
                case "worldname":
                    AddSlashResult(string.Format("World name: {0}", Settings.WorldName));
                    return;
                case "worldsave":
                    if (Config.IsSinglePlayer)
                    {
                        System.Threading.Tasks.Task.Factory.StartNew(WorldData.SaveToDisk).ContinueWith(task => AddSlashResult(string.Format("World saved: {0}", Settings.WorldFilePath)));
                    }
                    else
                    {
                        AddSlashResult("Cannot save in Multiplayer.");
                    }
                    return;
                case "worldsize":
                case "size":
                    new ServerCommand(ServerCommandType.WorldSize).Send();
                    return;
                case "worldtype":
                    AddSlashResult(string.Format("World type: {0}", WorldData.WorldType));
                    return;
                case "xmldump":
                    if (!Config.CreativeMode) { AddSlashResult("Must be in Creative Mode."); return; }
                    var xml = WorldSettings.GetXmlByteArray();
                    using (var file = new FileStream(Path.Combine(Config.SaveDirectory.FullName, Settings.WorldName) + ".xml", FileMode.Create))
                    {
                        file.Write(xml, 0, xml.Length);
                        AddSlashResult("Dumped XML to " + file.Name);
                        file.Close();
                    }
                    return;
            }
            AddSlashResult("Invalid command.");
        }
Esempio n. 32
0
        //Method to rebuild lighting variables
        private void Rebuild()
        {
            LightSource blanklight; //Ensure an empty light entity exists to fill empty slots
            blanklight.lightPos = new Vector4(0f, 0f, 0f, 1f);
            blanklight.lightCol = new Vector4(0f, 0f, 0f, 1f);

            //It may be ugly, but it works every time
            for (int i = 0; i < lights.Count(); i++)
            {
                if (i == 0) { l1 = lights[i]; }
                if (i == 1) { l2 = lights[i]; }
                if (i == 2) { l3 = lights[i]; }
                if (i == 3) { l4 = lights[i]; }
                if (i == 4) { l5 = lights[i]; }
                if (i == 5) { l6 = lights[i]; }
                if (i == 6) { l7 = lights[i]; }
                if (i == 7) { l8 = lights[i]; }
                if (i == 8) { l9 = lights[i]; }
                if (i == 9) { l10 = lights[i]; }
                if (i == 10) { l11 = lights[i]; }
                if (i == 11) { l12 = lights[i]; }
                if (i == 12) { l13 = lights[i]; }
                if (i == 13) { l14 = lights[i]; }
                if (i == 14) { l15 = lights[i]; }
            }

            //Fill any remaining variables with empty or "off" lights
            for (int i = lights.Count(); i < 15; i++)
            {
                if (i == 0) { l1 = blanklight; }
                if (i == 1) { l2 = blanklight; }
                if (i == 2) { l3 = blanklight; }
                if (i == 3) { l4 = blanklight; }
                if (i == 4) { l5 = blanklight; }
                if (i == 5) { l6 = blanklight; }
                if (i == 6) { l7 = blanklight; }
                if (i == 7) { l8 = blanklight; }
                if (i == 8) { l9 = blanklight; }
                if (i == 9) { l10 = blanklight; }
                if (i == 10) { l11 = blanklight; }
                if (i == 11) { l12 = blanklight; }
                if (i == 12) { l13 = blanklight; }
                if (i == 13) { l14 = blanklight; }
                if (i == 14) { l15 = blanklight; }
            }
        }
Esempio n. 33
0
 public void put(string name, LightSource light)
 {
     renderObjects[name] = new RenderObjectHandle(light);
 }
Esempio n. 34
0
 void Start()
 {
     animator = gameObject.GetComponent<Animator>();
     shadowScript = shadow.GetComponent<shadowMovement>();
     lightSourceScript = shadow.GetComponent<LightSource>();
 }
Esempio n. 35
0
 public void setLights(LightSource[] lights)
 {
     this.lights = lights;
 }
Esempio n. 36
0
 void Start()
 {
     toPoint     = GetComponent <Camera>();
     lightSource = GameObject.FindObjectOfType <LightSource>();
 }