IEnumerator Start() { light2d = GetComponent <DynamicLight2D.DynamicLight>(); if (light2d) { lastOffset = light2d.LightRadius; } if (pointLight) { lastRange = pointLight.range; } if (normalScalarObj) { lastScale = normalScalarObj.transform.localScale; } yield return(null); if (fireGO) { fireScale = fireGO.transform.localScale; } StartCoroutine(updateLoop()); }
void iSawAGhost(GameObject[] g, DynamicLight2D.DynamicLight light) { bool found = false; foreach (GameObject gs in g) { foreach (GameObject ghost in ghostInScene) { if (ghost.GetInstanceID() == gs.GetInstanceID()) { if (ghost.tag == "ghost") { //Debug.Log("find"); found = true; shot(ghost); break; } } } } if (found == true) { vehicle.GetComponent <Renderer>().material.color = Color.red; } }
IEnumerator convertToStaticLights() { GameObject[] lights = GameObject.FindGameObjectsWithTag("2ddl"); for (int i = 1; i < casters.Length; i++) { // WARNING ! : First wait for render process // because _casters arrays is unfilled yet. yield return(new WaitForEndOfFrame()); for (int j = 0; j < lights.Length; j++) { DynamicLight2D.DynamicLight dyn = lights[j].GetComponent <DynamicLight2D.DynamicLight>(); //Push collider to the main array or vertices dyn.addColliderToScene(casters[i].GetComponent <BoxCollider2D>()); } } yield return(null); //Rebuild Lights for (int j = 0; j < lights.Length; j++) { lights[j].GetComponent <DynamicLight2D.DynamicLight>().Rebuild(); } yield return(null); StartCoroutine(FrameUpdate()); }
internal void OnEnable() { //serialtarget = new SerializedObject(target); light = target as DynamicLight2D.DynamicLight; version = serializedObject.FindProperty("Version"); lmaterial = serializedObject.FindProperty("LightMaterial"); lUseSolidColor = serializedObject.FindProperty("SolidColor"); lColor = serializedObject.FindProperty("LightColor"); radius = serializedObject.FindProperty("LightRadius"); segments = serializedObject.FindProperty("Segments"); range = serializedObject.FindProperty("RangeAngle"); layerm = serializedObject.FindProperty("Layer"); useEvents = serializedObject.FindProperty("notifyGameObjectsReached"); usePersistFOV = serializedObject.FindProperty("objectsWithinSight"); intelliderConvex = serializedObject.FindProperty("intelliderConvex"); staticScene = serializedObject.FindProperty("staticScene"); recalcNorms = serializedObject.FindProperty("recalculateNormals"); strokeRender = serializedObject.FindProperty("strokeRender"); debugLines = serializedObject.FindProperty("debugLines"); DDLEvent_OnEnterFOV = serializedObject.FindProperty("DDLEvent_OnEnterFOV"); DDLEvent_OnExitFOV = serializedObject.FindProperty("DDLEvent_OnExitFOV"); DDLEvent_InsideFOV = serializedObject.FindProperty("DDLEvent_InsideFOV"); // Bounds getLightBounds(); Undo.undoRedoPerformed += refreshLightObject; _path = EditorUtils.getMainRelativepath(); }
void Start() { // Load into array all gameobjects with '2ddl' tag casters = GameObject.FindGameObjectsWithTag("2ddl"); // instantiate a dynamicLight component from SceneLight GameObject dl = SceneLight.GetComponent <DynamicLight2D.DynamicLight>(); }
void checkWaveReach(GameObject[] allObstacles, DynamicLight2D.DynamicLight light) //zxc { found1 = false; found2 = false; found3 = false; foreach (GameObject gs in allObstacles) { if (traesure1.GetHashCode() == gs.GetHashCode()) { found1 = true; } if (traesure2.GetHashCode() == gs.GetHashCode()) { found2 = true; } if (traesure3.GetHashCode() == gs.GetHashCode()) { found3 = true; } } if (found1 && found2 && found3 && isGateOpen == false) { OpenThisGate(); Debug.Log("yeahh"); } }
private static void drawGizmoNow(DynamicLight dl, GizmoType gizmoType) { PostProcessMethods.checkIconTexture(); PostProcessMethods.SyncWithPhysics2D(); // check auto sync field from Physics2D property Gizmos.DrawIcon(dl.transform.position, "logo2DDL_gizmos.png", false); }
void OnExitSunLight(GameObject g, DynamicLight2D.DynamicLight light) { if (gameObject.GetInstanceID() == g.GetInstanceID()) { //GetComponent<SpriteRenderer>().color = Color.white; m_anim.SetBool("beLighted", false); } }
void onEnter(GameObject g, DynamicLight2D.DynamicLight light) { if (gameObject.GetInstanceID() == g.GetInstanceID()) { Debug.Log("OnEnter"); speed = 0.08f; } }
private void AttackFinish(GameObject go, DynamicLight2D.DynamicLight Light) { if (go.transform.CompareTag("Player")) { mIsInside = false; mIsAttacking = false; } }
public void OnEnterSunLight(GameObject g, DynamicLight2D.DynamicLight light)//见到阳光 { if (gameObject.GetInstanceID() == g.GetInstanceID()) { //GetComponent<SpriteRenderer>().color = Color.red; burnTime = Time.time;//开始计时 m_anim.SetBool("beLighted", true); } }
void Start() { dl = GetComponent <DynamicLight2D.DynamicLight>(); //lastOffset = dl.LightRadius; _initUVScale = dl.uv_Scale; _initPos = transform.position; _deltaPos = _initPos; StartCoroutine(updateLoop()); }
static void Create() { reloadAsset(); //Debug.Log (tmpAsset); GameObject gameObject = new GameObject("2DLight"); DynamicLight2D.DynamicLight dl = gameObject.AddComponent <DynamicLight2D.DynamicLight>(); dl.Layer.value = AssetUtility.LoadPropertyAsInt("layerMask", tmpAsset); dl.Version = AssetUtility.LoadProperty("version", tmpAsset); }
static void addRadialNoMat() { folderPath = DynamicLight2D.EditorUtils.getMainRelativepath(); //Object prefab = AssetDatabase.LoadAssetAtPath(folderPath + "Prefabs/Lights/2DPointLight.prefab", typeof(GameObject)); GameObject hex = new GameObject("Light2D"); //Instantiate(prefab, Vector3.zero, Quaternion.identity) as GameObject; light = hex.AddComponent <DynamicLight>(); light.layer = 255; hex.transform.position = new Vector3(0, 0, 0); }
private static void drawGizmoNow(DynamicLight dl, GizmoType gizmoType) { PostProcessMethods.checkIconTexture(); //Texture2D t = AssetDatabase.LoadAssetAtPath(EditorUtils.getMainRelativepath() + "2DLight/Misc/logo2DDL_gizmos.png", typeof(Texture2D)) as Texture2D; //Debug.Log(EditorUtils.getMainRelativepath() + "2DLight/Misc/logo2DDL_gizmos.png"); //float v = 0.08f;// Camera.current.orthographicSize * .003f; Gizmos.DrawIcon(dl.transform.position, "logo2DDL_gizmos.png", false); //Gizmos.DrawGUITexture(new Rect(dl.transform.position.x - t.width*.5f * v, dl.transform.position.y + t.height*.5f * v, t.width * v, -1*t.height * v), t); }
void onEnter(GameObject g, DynamicLight2D.DynamicLight light) { print("GameObject onEnter :" + gameObject.name + " " + "onEnter :" + g.name); if (g.transform.root.gameObject == Player || g.transform.root.gameObject == PuckBall) { GameManager._instance.ReStart(); return; } }
public void OcclusionEventsDelegate_OnInside(GameObject [] go, DynamicLight light) { text = "Boxes Revealed: "; for (int i = 0; i < go.Length; i++) { text = System.String.Join(" ", new string[] { text, go[i].name }); //text += go[i].name; } status.text = text; }
static void addPseudo() { folderPath = DynamicLight2D.EditorUtils.getMainRelativepath(); Object prefab = AssetDatabase.LoadAssetAtPath(folderPath + "Prefabs/Lights/2DPseudoSpotLight.prefab", typeof(GameObject)); GameObject hex = Instantiate(prefab, Vector3.zero, Quaternion.identity) as GameObject; hex.transform.position = new Vector3(0, 0, 0); hex.name = "2DRadialGradientPoint"; light = hex.GetComponent <DynamicLight>(); //light.layer = 255; }
static void addRadialGradient() { folderPath = DynamicLight2D.EditorUtils.getMainRelativepath(); Material mate = AssetDatabase.LoadAssetAtPath(folderPath + "Materials/LightMaterialGradient.mat", typeof(Material)) as Material; GameObject hex = new GameObject("Light2D"); //Instantiate(prefab, Vector3.zero, Quaternion.identity) as GameObject; light = hex.AddComponent <DynamicLight>(); light.layer = 255; hex.transform.position = new Vector3(0, 0, 0); light.lightMaterial = mate; }
static void addSpotIlum() { reloadAsset(); Object prefab = AssetDatabase.LoadAssetAtPath(_path + "Prefabs/Lights/2DDL-Spot2DWithIlumination.prefab", typeof(GameObject)); GameObject hex = Instantiate(prefab, Vector3.zero, Quaternion.identity) as GameObject; hex.transform.position = new Vector3(5, 0, 0); DynamicLight2D.DynamicLight s = hex.GetComponent <DynamicLight2D.DynamicLight>(); s.Layer.value = AssetUtility.LoadPropertyAsInt("layerMask", tmpAsset); s.Version = AssetUtility.LoadProperty("version", tmpAsset); hex.name = "2DDL-Point2DLightWithIlumination"; }
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(); }
internal void OnEnable() { light = target as DynamicLight; version = serializedObject.FindProperty("version"); lmaterial = serializedObject.FindProperty("lightMaterial"); radius = serializedObject.FindProperty("lightRadius"); segments = serializedObject.FindProperty("lightSegments"); layer = serializedObject.FindProperty("layer"); adCount = Random.Range(0, 7); }
void Start() { // Find and set 2DLight Object // light2d = GameObject.Find("2DLight").GetComponent <DynamicLight2D.DynamicLight>() as DynamicLight2D.DynamicLight; // Find and set text obj // text = GameObject.Find("text").GetComponent <TextMesh>(); // Add listeners light2d.InsideFieldOfViewEvent += waveReach; light2d.OnExitFieldOfView += onExitCaster; light2d.OnEnterFieldOfView += onEnterCaster; }
void Start() { if (HeroGO) { heroLastPos = (Vector2)HeroGO.transform.position; } if (GO2ddl) { lit = GO2ddl.transform.FindChild("2DLight").GetComponent <DynamicLight2D.DynamicLight>(); } resetDelta(); }
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(); }
//- this function iterate on each object passed by 2DLigh script and compare if this object is the desired object Lit. //-- THIS SCRIPT MUST BE ATTACHED TO PLAYER GO --// void waveReach(GameObject g, DynamicLight2D.DynamicLight light) { bool found = false; if (gameObject.GetHashCode() == g.GetHashCode()) { found = true; } if (found == true && isGateOpen == false) { OpenThisGate(); } }
IEnumerator Start() { // Find and set 2DLight Object // light2d = GameObject.Find("2DLight").GetComponent <DynamicLight2D.DynamicLight>() as DynamicLight2D.DynamicLight; // Add listeners light2d.OnExitFieldOfView += onExit; light2d.OnEnterFieldOfView += onEnter; yield return(new WaitForEndOfFrame()); StartCoroutine(loop()); }
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; }
// Update is called once per frame IEnumerator LoopUpdate() { while (true) { //cLight = GameObject.Find("2DLight"); //if(Input.GetAxis("Horizontal")){ //light.transform.position = new Vector3 (Input.mousePosition.x -Screen.width*.5f, Input.mousePosition.y -Screen.height*.5f); Vector3 pos = cLight.transform.position; pos.x += Input.GetAxis("Horizontal") * 30f * Time.deltaTime; pos.y += Input.GetAxis("Vertical") * 30f * Time.deltaTime; if (_mouseClick) { Vector2 p = cam.ScreenToWorldPoint(Input.mousePosition); if (_ctrlDown == true) { _2ddl = cLight.GetComponent <DynamicLight>(); __layer = _2ddl.layer; Material m = new Material(_2ddl.lightMaterial as Material); GameObject nLight = new GameObject(); nLight.transform.parent = cLight.transform; _2ddl = nLight.AddComponent <DynamicLight>(); //m.color = new Color(Random.Range(0f,1f),Random.Range(0f,1f),Random.Range(0f,1f)); _2ddl.lightMaterial = m; nLight.transform.position = p; _2ddl.lightRadius = 40; _2ddl.layer = __layer; GameObject quad = GameObject.CreatePrimitive(PrimitiveType.Quad); quad.transform.parent = nLight.transform; quad.transform.localPosition = Vector3.zero; lightCount++; } } yield return(new WaitForEndOfFrame()); cLight.transform.position = pos; } }
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(); }