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57 行
2.7 KiB
57 行
2.7 KiB
namespace UnityEngine.Experimental.Rendering.Universal
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{
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sealed public partial class Light2D : MonoBehaviour
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{
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//------------------------------------------------------------------------------------------
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// Variables/Properties
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//------------------------------------------------------------------------------------------
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[SerializeField] int m_ShapeLightParametricSides = 5;
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[SerializeField] float m_ShapeLightParametricAngleOffset = 0.0f;
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[SerializeField] float m_ShapeLightParametricRadius = 1.0f;
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[SerializeField] float m_ShapeLightFalloffSize = 0.50f;
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[SerializeField] Vector2 m_ShapeLightFalloffOffset = Vector2.zero;
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[SerializeField] Vector3[] m_ShapePath;
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float m_PreviousShapeLightFalloffSize = -1;
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int m_PreviousShapeLightParametricSides = -1;
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float m_PreviousShapeLightParametricAngleOffset = -1;
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float m_PreviousShapeLightParametricRadius = -1;
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Vector2 m_PreviousShapeLightFalloffOffset = Vector2.negativeInfinity;
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#if UNITY_EDITOR
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int m_PreviousShapePathHash = -1;
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#endif
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public int shapeLightParametricSides => m_ShapeLightParametricSides;
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public float shapeLightParametricAngleOffset => m_ShapeLightParametricAngleOffset;
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public float shapeLightParametricRadius => m_ShapeLightParametricRadius;
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public float shapeLightFalloffSize => m_ShapeLightFalloffSize;
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public Vector2 shapeLightFalloffOffset => m_ShapeLightFalloffOffset;
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public Vector3[] shapePath => m_ShapePath;
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//==========================================================================================
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// Functions
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//==========================================================================================
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internal bool IsShapeLight()
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{
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return m_LightType != LightType.Point;
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}
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BoundingSphere GetShapeLightBoundingSphere()
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{
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BoundingSphere boundingSphere;
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Vector3 maximum = transform.TransformPoint(m_LocalBounds.max);
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Vector3 minimum = transform.TransformPoint(m_LocalBounds.min);
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Vector3 center = 0.5f * (maximum + minimum);
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float radius = Vector3.Magnitude(maximum - center);
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boundingSphere.radius = radius;
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boundingSphere.position = center;
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return boundingSphere;
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}
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}
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}
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