VolumetricLighting/Assets/LightOverride/LightOverride.cs

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2016-11-01 13:25:56 +01:00
using UnityEngine;
public abstract class LightOverride : MonoBehaviour
{
[Header("Overrides")]
public float m_IntensityMult = 1.0f;
[MinValue(0.0f)]
public float m_RangeMult = 1.0f;
public enum Type{None, Point, Tube, Area, Directional}
Type m_Type = Type.None;
bool m_Initialized = false;
Light m_Light;
TubeLight m_TubeLight;
AreaLight m_AreaLight;
public bool isOn
{
get
{
if (!isActiveAndEnabled)
return false;
Init();
switch(m_Type)
{
case Type.Point: return m_Light.enabled || GetForceOn();
case Type.Tube: return m_TubeLight.enabled || GetForceOn();
case Type.Area: return m_AreaLight.enabled || GetForceOn();
case Type.Directional: return m_Light.enabled || GetForceOn();
}
return false;
}
private set{}
}
new public Light light {get{Init(); return m_Light;} private set{}}
public TubeLight tubeLight {get{Init(); return m_TubeLight;} private set{}}
public AreaLight areaLight {get{Init(); return m_AreaLight;} private set{}}
public Type type {get{Init(); return m_Type;} private set{}}
// To get the "enabled" state checkbox
void Update()
{
}
public abstract bool GetForceOn();
void Init()
{
if (m_Initialized)
return;
if ((m_Light = GetComponent<Light>()) != null)
{
switch(m_Light.type)
{
case LightType.Point: m_Type = Type.Point; break;
case LightType.Directional: m_Type = Type.Directional; break;
default: m_Type = Type.None; break;
}
}
else if ((m_TubeLight = GetComponent<TubeLight>()) != null)
{
m_Type = Type.Tube;
}
else if ((m_AreaLight = GetComponent<AreaLight>()) != null)
{
m_Type = Type.Area;
}
m_Initialized = true;
}
}