コード例 #1
0
        /// <summary>
        /// Register the vertex lit object to receive Light calculations. It is also immediately painted to avoid it showing at an off color in the first frame.
        /// </summary>
        /// <param name="obj">Object to register.</param>
        public static void RegisterVertexLitObject(VertexLitObject obj)
        {
            if (_data == null)
            {
                SetupData();
            }

            if (_data.Config == null)
            {
                //This needs to be done here because objects can try to register themselves before
                //this script's Setup has been ran... and it is impossible to guarantee the order.
                if (_data.QueuedLitObjects == null)
                {
                    _data.QueuedLitObjects      = new List <VertexLitObject>(50);
                    _data.QueuedLitObjectsCount = 0;
                }

                _data.QueuedLitObjects.Add(obj);
                _data.QueuedLitObjectsCount++;
                return;
            }

            _data.LitObjects.Add(obj);
            _data.LitObjectsCount++;
            ForcePaint(obj);
        }
コード例 #2
0
        /// <summary>
        /// Effectively paints the object vertex colors to the new desired color. Takes into consideration light positions,
        /// checks if new color is too close to old color, checks if character has some kind of abnormal color to apply,
        /// and finally sets all vertex colors to all meshes of this object. If IgnoreProximity is set to true, object will be
        /// painted regardless of any conditions.
        /// </summary>
        /// <param name="obj">The object to paint.</param>
        /// <param name="ignoreProximity">If set to <c>true</c>, forces object to be painted.</param>
        private static void Paint(VertexLitObject obj, bool ignoreProximity = false)
        {
            var color = _data.AmbientColor;

            if (obj.HasAbnormalEffectColor)
            {
                color = obj.AbnormalEffectColor;
            }

            for (var i = 0; i < _data.LightsCount; i++)
            {
                var lightObj = _data.Lights[i];

                var distance = (obj.transform.position - lightObj.Position).sqrMagnitude;
                var radius   = lightObj.SqrRadius;

                if (distance > radius)
                {
                    continue;
                }

                var result = 1 - (distance / radius);
                color = Color32.Lerp(color, lightObj.Color, result);
            }

            if (!obj.IgnoreColorProximityChecks && !ignoreProximity && Mathf.Abs(color.r - obj.LastColor.r) < _data.ProximityLevel && Mathf.Abs(color.g - obj.LastColor.g) < _data.ProximityLevel && Mathf.Abs(color.b - obj.LastColor.b) < _data.ProximityLevel && obj.ColorMultiplier <= 0.2f)
            {
                return;
            }

            color.r = (byte)(color.r * obj.ColorMultiplier);
            color.g = (byte)(color.g * obj.ColorMultiplier);
            color.b = (byte)(color.b * obj.ColorMultiplier);

            obj.LastColor           = color;
            obj.LastUpdatedPosition = obj.transform.position;

            for (var i = 0; i < obj.MeshFiltersLength; i++)
            {
                var objColor = obj.Colors[i];

                for (var j = 0; j < objColor.ColorsLength; j++)
                {
                    objColor.Colors[j] = color;
                }

                if (obj.MeshFilters[i] != null)
                {
                    #if UNTOLD_DEBUG
                    if (obj.MeshFilters[i].mesh.vertices.Length != objColor.Colors.Length)
                    {
                        Debug.LogError("THE OBJ HAS NOT BEEN BAKED! [click me]", obj);
                    }
                    #endif
                    obj.MeshFilters[i].mesh.colors32 = objColor.Colors;
                }
            }
        }
コード例 #3
0
        /// <summary>
        /// Once unregistered, this object's color will not receive any further light calculations.
        /// </summary>
        /// <param name="obj">Object to unregister.</param>
        public static void UnregisterVertexLitObject(VertexLitObject obj)
        {
            //This is necessary because objects can unregister themselves after Release has been called.
            if (_data.LitObjects == null)
            {
                return;
            }

            _data.LitObjects.Remove(obj);
            _data.LitObjectsCount--;
        }
コード例 #4
0
 /// <summary>
 /// Can be called to force an object to be painted regardless of anything else. Should be used only when certain object
 /// has been updated dynamically and is already registered but waiting to be repainted (frame delay). Example of usage is
 /// the ModelEquipmentSwitcher, when the user clicks on a different weapon on the Recipes screen, and the model is updated.
 /// </summary>
 /// <param name="obj">Vertex Lit Object.</param>
 public static void ForcePaint(VertexLitObject obj)
 {
     obj.FrameToUpdate = _data.CurrentFrameCount + 10;
     Paint(obj, true);
 }