예제 #1
0
    // Sets lighting when entering a deadly room
    void SetupLightsBySubType(CellsModels model, CellSubTypes subTypes)
    {
        float light_range  = 3.0f;
        Color light_colour = new Color(1.0f, 1.0f, 0.9f, 1.0f);

        switch (subTypes)
        {
        case CellSubTypes.Fire:
            light_colour = new Color(1.0f, 0.6f, 0.3f, 1.0f);
            break;

        case CellSubTypes.Gaz:
            light_colour = new Color(0.6f, 1.0f, 0.3f, 1.0f);
            break;

        case CellSubTypes.Water:
            light_colour = new Color(0.3f, 0.6f, 1.0f, 1.0f);
            break;

        case CellSubTypes.Lasers:
            light_colour = new Color(1.0f, 0.6f, 0.6f, 1.0f);
            break;

        case CellSubTypes.Blind:
        case CellSubTypes.Empty:
        case CellSubTypes.Illusion:
        case CellSubTypes.OneLook:
        case CellSubTypes.Screen:
        case CellSubTypes.Tunnel:
        case CellSubTypes.Vortex:
            break;
        }

        SetupLights(model, light_range, light_colour);
    }
예제 #2
0
    // Setup initial lights for a model
    void SetupLights(CellsModels model, float range, Color colour)
    {
        GameObject obj = model.transform.Find(("Point Light North")).gameObject;

        model.m_light_N       = obj.GetComponent <Light>();
        model.m_light_N.range = range;
        model.m_light_N.color = colour;

        obj                   = model.transform.Find(("Point Light East")).gameObject;
        model.m_light_E       = obj.GetComponent <Light>();
        model.m_light_E.range = range;
        model.m_light_E.color = colour;

        obj                   = model.transform.Find(("Point Light South")).gameObject;
        model.m_light_S       = obj.GetComponent <Light>();
        model.m_light_S.range = range;
        model.m_light_S.color = colour;

        obj                   = model.transform.Find(("Point Light West")).gameObject;
        model.m_light_W       = obj.GetComponent <Light>();
        model.m_light_W.range = range;
        model.m_light_W.color = colour;
    }
예제 #3
0
    void SetupAdjacentLights(CellsModels model, float range, Color colour)
    {
        model = m_NorthModels;
        model.m_light_N.range     = 5.0f;
        model.m_light_N.intensity = 0.5f;
        model.m_light_N.color     = colour;
        Vector3 pos = model.m_light_N.transform.localPosition;

        pos.z = 0.5f;
        model.m_light_N.transform.localPosition = pos;

        model.m_light_E.enabled = false;
        model.m_light_E.range   = range;

        model.m_light_S.enabled = false;
        model.m_light_S.range   = range;

        model.m_light_W.enabled = false;
        model.m_light_W.range   = range;

        // -- south
        model = m_SouthModels;
        model.m_light_N.enabled = false;
        model.m_light_N.range   = range;

        model.m_light_E.enabled = false;
        model.m_light_E.range   = range;

        model.m_light_S.range     = 5.0f;
        model.m_light_S.intensity = 0.5f;
        model.m_light_S.color     = colour;
        pos   = model.m_light_S.transform.localPosition;
        pos.z = -0.5f;
        model.m_light_S.transform.localPosition = pos;

        model.m_light_W.enabled = false;
        model.m_light_W.range   = range;

        // -- east
        model = m_EastModels;
        model.m_light_N.enabled = false;
        model.m_light_N.range   = range;

        model.m_light_E.range     = 5.0f;
        model.m_light_E.intensity = 0.5f;
        model.m_light_E.color     = colour;
        pos   = model.m_light_E.transform.localPosition;
        pos.x = 0.5f;
        model.m_light_E.transform.localPosition = pos;

        model.m_light_S.enabled = false;
        model.m_light_S.range   = range;

        model.m_light_W.enabled = false;
        model.m_light_W.range   = range;

        // -- west
        model = m_WestModels;
        model.m_light_N.enabled = false;
        model.m_light_N.range   = range;

        model.m_light_E.enabled = false;
        model.m_light_E.range   = range;

        model.m_light_S.enabled = false;
        model.m_light_S.range   = range;

        model.m_light_W.range     = 5.0f;
        model.m_light_W.intensity = 0.5f;
        model.m_light_W.color     = colour;
        pos   = model.m_light_W.transform.localPosition;
        pos.x = -0.5f;
        model.m_light_W.transform.localPosition = pos;
    }