示例#1
0
    public void ValueChangeCheckText()
    {
        //lightIntensity.value = float.Parse(lightIntensityInput.text);

        //Debug.Log("ValueChangeCheckText: Colors: R:" + lightColorR.value + " / G:" + lightColorG.value + " / B:" + lightColorB.value);
        lightColorR.value = float.Parse(lightColorRInput.text);
        lightColorG.value = float.Parse(lightColorGInput.text);
        lightColorB.value = float.Parse(lightColorBInput.text);

        lightIntensity.value = float.Parse(lightIntensityInput.text);

        lightPan.value  = float.Parse(lightPanInput.text);
        lightTilt.value = float.Parse(lightTiltInput.text);

        float[] parsedPos = new float[3];
        if (float.TryParse(lightPosX.text, out parsedPos[0]) && float.TryParse(lightPosY.text, out parsedPos[1]) && float.TryParse(lightPosZ.text, out parsedPos[2]))
        {
            lightFixture.transform.position = new Vector3(parsedPos[0], parsedPos[1], parsedPos[2]);

            // Update the spotlight's range, to make sure it's at least as powerful as its new distance from the origin
            lightFixture.spotlight.range = Vector3.Distance(lightFixture.transform.position, new Vector3(13f, 0, 13f)); // Adjust for center stage
            if (lightFixture.spotlight.range < 40f)                                                                     // Clamp minimum of 30f;
            {
                lightFixture.spotlight.range = 40f;
            }

            if (errorPosition.activeInHierarchy)
            {
                errorPosition.SetActive(false);
                lightPosX.GetComponent <Image>().color = inputFieldColor;
                lightPosY.GetComponent <Image>().color = inputFieldColor;
                lightPosZ.GetComponent <Image>().color = inputFieldColor;
            }
        }
        else
        {
            errorPosition.SetActive(true);
            lightPosX.GetComponent <Image>().color = inputErrorColor;
            lightPosY.GetComponent <Image>().color = inputErrorColor;
            lightPosZ.GetComponent <Image>().color = inputErrorColor;
        }

        lightFixture.captureData.posX = -lightFixture.transform.position.x;
        lightFixture.captureData.posY = lightFixture.transform.position.y;
        lightFixture.captureData.posZ = lightFixture.transform.position.z;

        lightFixture.SetEmissionColor(lightFixture.spotlight.intensity, colorPreview.color);

        //colorPreview.color = new Color(lightColorR.value / 255.0f, lightColorG.value / 255.0f, lightColorB.value / 255.0f);
        //lightFixture.spotlight.color = colorPreview.color;
        //lightFixture.GetComponentInChildren<VLB.BeamGeometry>().gameObject.GetComponent<Renderer>().material.SetColor("_Color", colorPreview.color);
    }
示例#2
0
    public void IntensityChangeCheck()
    {
        lightIntensityInput.text         = lightIntensity.value.ToString();
        lightFixture.spotlight.intensity = Globals.AdjustLight(lightIntensity.value);

        colorPreview.color           = new Color(lightColorR.value / 255.0f, lightColorG.value / 255.0f, lightColorB.value / 255.0f);
        lightFixture.spotlight.color = colorPreview.color;
        lightFixture.SetEmissionColor(lightFixture.spotlight.intensity, colorPreview.color);
        lightFixture.GetComponentInChildren <VLB.BeamGeometry>().gameObject.GetComponent <Renderer>().material.SetColor("_Color", colorPreview.color);

        foreach (int id in gameManager.captureImport.channels[lightFixture.captureData.channel].lightIds)
        {
            LightFixture channelFixture = gameManager.lightManager.lightIds[id].GetComponent <LightFixture>();
            channelFixture.spotlight.intensity = Globals.AdjustLight(lightIntensity.value);
            channelFixture.SetEmissionColor(Globals.AdjustLight(lightIntensity.value), gameManager.lightManager.lightIds[id].GetComponent <LightFixture>().spotlight.color);
            if (lightFixture.spotlight.intensity > 0.05f)
            {
                if (Globals.ShowingHaze)
                {
                    VLB.VolumetricLightBeam beamComponent = gameManager.lightManager.lightIds[id].GetComponentInChildren <VLB.VolumetricLightBeam>();
                    beamComponent.enabled = true;
                    Material beamRenderer = channelFixture.GetComponentInChildren <VLB.BeamGeometry>().gameObject.GetComponent <Renderer>().material;
                    beamRenderer.SetFloat("_AlphaInside", Globals.AdjustBeamValue(Globals.LightBeamInside, lightIntensity.value));
                    beamRenderer.SetFloat("_AlphaOutside", Globals.AdjustBeamValue(Globals.LightBeamOutside, lightIntensity.value));
                }
            }
            else
            {
                gameManager.lightManager.lightIds[id].GetComponentInChildren <VLB.VolumetricLightBeam>().enabled = false;
            }
        }
    }