public void createAnimationClips(Transform root) { Transform[] transforms = root.FindChildren(transformName); int len = transforms.Length; Transform transform; Light light; for (int i = 0; i < len; i++) { transform = transforms[i]; light = transform.GetComponent <Light>(); if (light == null) { light = transform.gameObject.AddComponent <Light>();//add it if it does not exist } //set light params to the config specified parameters light.intensity = intensity; light.range = range; light.spotAngle = angle; light.type = type; light.cullingMask = light.cullingMask & ~(1 << 10);//flip the layer 10 bit to ignore scaled scenery, keep existing mask except for layer 10 SSTUAnimateLight.createLightAnimation(name, transforms[i], redCurve, greenCurve, blueCurve); } }
public void createAnimationClips(Transform root) { Transform[] transforms = root.FindChildren(transformName); int len = transforms.Length; for (int i = 0; i < len; i++) { SSTUAnimateLight.createEmissiveAnimation(name, transforms[i], redCurve, greenCurve, blueCurve); } }
public LightData(ConfigNode node) { name = node.GetStringValue("name", "lightAnimation"); transformName = node.GetStringValue("transformName"); intensity = node.GetFloatValue("intensity"); range = node.GetFloatValue("range"); angle = node.GetFloatValue("angle"); type = (LightType)Enum.Parse(typeof(LightType), node.GetStringValue("type", LightType.Point.ToString())); redCurve = node.HasNode("redCurve") ? node.GetFloatCurve("redCurve") : SSTUAnimateLight.createDefaultCurve(); greenCurve = node.HasNode("greenCurve") ? node.GetFloatCurve("greenCurve") : SSTUAnimateLight.createDefaultCurve(); blueCurve = node.HasNode("blueCurve") ? node.GetFloatCurve("blueCurve") : SSTUAnimateLight.createDefaultCurve(); }
public EmissiveData(ConfigNode node) { this.name = node.GetStringValue("name", "emissiveAnimation"); this.transformName = node.GetStringValue("transformName"); redCurve = node.HasNode("redCurve") ? node.GetFloatCurve("redCurve") : SSTUAnimateLight.createDefaultCurve(); greenCurve = node.HasNode("greenCurve") ? node.GetFloatCurve("greenCurve") : SSTUAnimateLight.createDefaultCurve(); blueCurve = node.HasNode("blueCurve") ? node.GetFloatCurve("blueCurve") : SSTUAnimateLight.createDefaultCurve(); }