static void addSpotCar() { reloadAsset(); //main spot Material m = AssetDatabase.LoadAssetAtPath(_path + "Prefabs/Lights/Materials/StandardSpotCarType1.mat", typeof(Material)) as Material; GameObject gameObject = new GameObject("2DSpotCar"); gameObject.transform.position = getCameraPos(); DynamicLight2D.DynamicLight s = gameObject.AddComponent <DynamicLight2D.DynamicLight>(); s.Layer.value = AssetUtility.LoadPropertyAsInt("layerMask", tmpAsset); s.Version = AssetUtility.LoadProperty("version", tmpAsset); s.setMainMaterial(m); s.Rebuild(); s.Segments = 5; s.RangeAngle = 107; s.SolidColor = true; s.LightColor = new Color(229 / 255f, 1f, 171 / 255f); s.uv_Offset = new Vector2(.5f, 0f); s.uv_Scale = new Vector2(1.25f, 1f); s.debugLines = false; s.recalculateNormals = false; s.SortOrderID = -1; //Slave spot //m = AssetDatabase.LoadAssetAtPath(_path + "Prefabs/Lights/Materials/StandardSpotCarType1.mat", typeof(Material)) as Material; GameObject gameObject2 = new GameObject("2DSpotCarBright"); gameObject2.transform.parent = gameObject.transform; s = gameObject2.AddComponent <DynamicLight2D.DynamicLight>(); s.Layer.value = AssetUtility.LoadPropertyAsInt("layerMask", tmpAsset); s.Version = AssetUtility.LoadProperty("version", tmpAsset); s.setMainMaterial(m); s.Rebuild(); s.Segments = 5; s.RangeAngle = 180; s.LightRadius = 20; s.SolidColor = true; s.LightColor = new Color(229 / 255f, 1f, 171 / 255f); s.uv_Offset = new Vector2(.5f, 0f); s.uv_Scale = new Vector2(.54f, 2.9f); s.debugLines = false; s.recalculateNormals = false; s.SortOrderID = -1; }
static void addGradient() { reloadAsset(); Material m = AssetDatabase.LoadAssetAtPath(_path + "Materials/StandardLightMaterialGradient.mat", typeof(Material)) as Material; GameObject gameObject = new GameObject("2DLight"); DynamicLight2D.DynamicLight s = gameObject.AddComponent <DynamicLight2D.DynamicLight>(); s.Layer.value = AssetUtility.LoadPropertyAsInt("layerMask", tmpAsset); s.Version = AssetUtility.LoadProperty("version", tmpAsset); s.setMainMaterial(m); s.Rebuild(); }
static void addTexturized() { reloadAsset(); Material m = AssetDatabase.LoadAssetAtPath(_path + "Prefabs/Lights/Materials/StandardLightTexturizedMaterial.mat", typeof(Material)) as Material; GameObject gameObject = new GameObject("2DLight"); DynamicLight2D.DynamicLight s = gameObject.AddComponent <DynamicLight2D.DynamicLight>(); s.Layer.value = AssetUtility.LoadPropertyAsInt("layerMask", tmpAsset); s.SolidColor = true; s.LightColor = Color.red; s.setMainMaterial(m); s.Version = AssetUtility.LoadProperty("version", tmpAsset); s.Rebuild(); }
static void addSpot() { reloadAsset(); Material m = AssetDatabase.LoadAssetAtPath(_path + "Prefabs/Lights/Materials/StandardLightMaterialGradient.mat", typeof(Material)) as Material; GameObject gameObject = new GameObject("2DLight"); gameObject.transform.position = getCameraPos(); DynamicLight2D.DynamicLight s = gameObject.AddComponent <DynamicLight2D.DynamicLight>(); s.Layer.value = AssetUtility.LoadPropertyAsInt("layerMask", tmpAsset); s.Version = AssetUtility.LoadProperty("version", tmpAsset); s.setMainMaterial(m); s.Rebuild(); s.Segments = 9; s.RangeAngle = 90; s.SortOrderID = -1; }
static void addTexturized2() { reloadAsset(); Material m = AssetDatabase.LoadAssetAtPath(_path + "Prefabs/Lights/Materials/StandardLightTexturizedMaterialBlend.mat", typeof(Material)) as Material; GameObject gameObject = new GameObject("2DDLight"); gameObject.transform.position = getCameraPos(); DynamicLight2D.DynamicLight s = gameObject.AddComponent <DynamicLight2D.DynamicLight>(); s.Layer.value = AssetUtility.LoadPropertyAsInt("layerMask", tmpAsset); s.SolidColor = true; s.LightColor = Color.red; s.uv_Scale = new Vector3(.38f, .38f); s.SortOrderID = -1; s.setMainMaterial(m); s.Version = AssetUtility.LoadProperty("version", tmpAsset); s.Rebuild(); }
static void addOccluder() { reloadAsset(); Material m = AssetDatabase.LoadAssetAtPath(_path + "Prefabs/Lights/Materials/StandardOccluderMaterial.mat", typeof(Material)) as Material; GameObject gameObject = new GameObject("2DDLight"); gameObject.transform.position = getCameraPos(); DynamicLight2D.DynamicLight s = gameObject.AddComponent <DynamicLight2D.DynamicLight>(); s.Layer.value = AssetUtility.LoadPropertyAsInt("layerMask", tmpAsset); s.SolidColor = true; s.LightColor = new Color(59 / 255f, 122 / 255f, 59 / 255f); s.uv_Scale = new Vector3(.38f, .38f); s.SortOrderID = -1; s.setMainMaterial(m); //s.strokeRender = .35f; s.Segments = 30; //s.intelliderConvex = false; s.Version = AssetUtility.LoadProperty("version", tmpAsset); s.Rebuild(); }
static void addSight() { //EditorUtility.DisplayDialog("NOTES","1. Events require 'Game' window and at least one 'Camera' to get working (runtime or/and editor). ", "OK"); // adding sight object reloadAsset(); Material m = AssetDatabase.LoadAssetAtPath(_path + "Prefabs/Lights/Materials/StandardLightMaterialGradient.mat", typeof(Material)) as Material; GameObject gameObject = new GameObject("2DSight"); DynamicLight2D.DynamicLight s = gameObject.AddComponent <DynamicLight2D.DynamicLight>(); s.Layer.value = AssetUtility.LoadPropertyAsInt("layerMask", tmpAsset); s.Version = AssetUtility.LoadProperty("version", tmpAsset); s.setMainMaterial(m); s.Rebuild(); s.Segments = 5; s.RangeAngle = 80; s.SortOrderID = -1; //Enable events s.useEvents = true; s.objectsWithinSight = true; //adding listener Object prefab = AssetDatabase.LoadAssetAtPath(_path + "Prefabs/Casters/box.prefab", typeof(GameObject)); GameObject go = Instantiate(prefab, new Vector3(0, 7f, 0), Quaternion.Euler(new Vector3(0, 0, 0.0001f))) as GameObject; go.name = "2DSight_Listener"; go.AddComponent <SightListenerTemplate> (); go.layer = AssetUtility.LoadPropertyAsInt("layerCaster", tmpAsset); //SightListenerTemplate listener = go.GetComponent<SightListenerTemplate> (); s.addingPersistentUnityEvents(go); //EditorUtility.SetDirty (s); }