//Makes the light brighten when the light prisoner goes under it with light stored public void indicatePut(LightPrisoner lightPrisoner) { if (canIndicatePlace() == true && flicker == null) { //Disable the other lights, set this light back to its original intensity, and make it flicker modifyLightTypes(false); if (dimmer != null) { dimmer.Complete(); } lightAffected.enabled = true; lightAffected.intensity = 0f; dimmer = HOTween.To(lightAffected, lightPrisoner.specialdim.brightenTime, "intensity", originalIntensity + lightPrisoner.specialdim.brightenAmount); dimmer.autoKillOnComplete = true; //lightAffected.intensity = originalIntensity; //Add a flicker //flicker = this.gameObject.AddComponent("LightFlicker") as LightFlicker; //lightPrisoner.specialflicker.setFlicker(flicker); if (wire != null) { wire.changeWireShader(lightAffected, true); } } }
//Gives light to the light prisoner public AbsorbableLight takeLight(LightPrisoner lightPrisoner) { //Bring the light back to normal intensity lightAffected.intensity = originalIntensity; hasLight = false; //End the dim and add a temp fade dimmer.Kill(); dimmer = null; addTempFade(true, lightPrisoner); //Return this component to get the light values and original intensity return(this); }
//Reverts the light back to its original state when the light prisoner leaves it public void stopTake(LightPrisoner lightPrisoner) { //Turn the original properties back on and reset the light's intensity to its original value modifyLightTypes(true); if (dimmer != null) { dimmer.Complete(); } dimmer = HOTween.To(lightAffected, lightPrisoner.specialdim.dimTime, "intensity", originalIntensity); dimmer.autoKillOnComplete = true; if (wire != null) { wire.changeWireShader(lightAffected, false); } }
//Makes the light dim when light prisoner goes under it without light stored public void indicateTake(LightPrisoner lightPrisoner) { if (canBeTaken() == true) { //Disable the other lights, set this light back to its original intensity, and make it flicker modifyLightTypes(false); lightAffected.intensity = originalIntensity; dimmer = HOTween.To(lightAffected, lightPrisoner.specialdim.dimTime, "intensity", originalIntensity - lightPrisoner.specialdim.dimAmount); dimmer.autoKillOnComplete = true; if (wire != null) { wire.changeWireShader(lightAffected, true); } } }
//Gives light from the light prisoner to this light public void placeLight(Light light, LightPrisoner lightPrisoner) { //lightAffected = light; hasLight = true; //Destroy(flicker); if (dimmer != null) { dimmer.Complete(); } //Reset the intensity of the light and change its color to the new light's color lightAffected.intensity = 0f; lightAffected.color = light.color; //Add a temp fade addTempFade(false, lightPrisoner); }
public void stopPut(LightPrisoner lightPrisoner) { if (hasLight == false) { //Turn the original properties back on and reset the light's intensity to its original value modifyLightTypes(true); lightAffected.enabled = false; if (dimmer != null) { dimmer.Complete(); } dimmer = HOTween.To(lightAffected, lightPrisoner.specialdim.brightenTime, "intensity", originalIntensity); dimmer.autoKillOnComplete = true; //Destroy(flicker); if (wire != null) { wire.changeWireShader(lightAffected, false); } } }
private void addTempFade(bool take, LightPrisoner lightPrisoner) { fade = this.gameObject.AddComponent("LightFade") as LightFade; lightPrisoner.specialfade.setFade(take, fade, originalIntensity, lightAffected); }