コード例 #1
0
    //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);
            }
        }
    }
コード例 #2
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    //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);
    }
コード例 #3
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 //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);
     }
 }
コード例 #4
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    //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);
            }
        }
    }
コード例 #5
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    //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);
    }
コード例 #6
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 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);
         }
     }
 }
コード例 #7
0
 private void addTempFade(bool take, LightPrisoner lightPrisoner)
 {
     fade = this.gameObject.AddComponent("LightFade") as LightFade;
     lightPrisoner.specialfade.setFade(take, fade, originalIntensity, lightAffected);
 }