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307 行
6.9 KiB

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Events;
using UnityEngine.Playables;
using UnityEngine.Experimental.Rendering.HDPipeline;
public class LightSourceEvents : MonoBehaviour
{
public enum LightState { ON, SwitchingON, SwitchingOFF, OFF, Breaking, Broken, Special };
private LightState currentState;
public bool useRandomDelay;
public float maxRandomDelay;
[Range(0, 1)]
public float bakedIndirectMultiplier = 1.0f;
public LightState defaultState;
public List<LightEvents> eventsReceivers;
private void Start()
{
switch (defaultState)
{
case LightState.ON:
{
SetON();
break;
}
case LightState.OFF:
{
SetOFF();
break;
}
case LightState.SwitchingON:
{
SwitchON();
break;
}
case LightState.SwitchingOFF:
{
SwitchOFF();
break;
}
case LightState.Special:
{
SpecialEvent();
break;
}
}
}
public void SwitchON()
{
if (useRandomDelay)
{
StartCoroutine(Delay(Random.Range(0, maxRandomDelay), "internalSwitchON"));
}
else
{
internalSwitchON();
}
}
public void internalSwitchON()
{
if (currentState == LightState.OFF || currentState == LightState.SwitchingOFF)
{
onSwitchON();
currentState = LightState.SwitchingON;
}
}
private void onSwitchON()
{
foreach(LightEvents receiver in eventsReceivers)
{
receiver.onSwitchON.Invoke();
}
}
public void SwitchOFF()
{
if (useRandomDelay)
{
StartCoroutine(Delay(Random.Range(0, maxRandomDelay), "internalSwitchOFF"));
}
else
{
internalSwitchOFF();
}
}
public void internalSwitchOFF()
{
if (currentState == LightState.ON || currentState == LightState.SwitchingON)
{
onSwitchOFF();
currentState = LightState.SwitchingOFF;
}
}
private void onSwitchOFF()
{
foreach (LightEvents receiver in eventsReceivers)
{
receiver.onSwitchOFF.Invoke();
}
}
public void SetON()
{
if (useRandomDelay)
{
StartCoroutine(Delay(Random.Range(0, maxRandomDelay), "internalSetON"));
}
else
{
internalSetON();
}
}
public void internalSetON()
{
if (currentState != LightState.Broken && currentState != LightState.ON)
{
onSetON();
currentState = LightState.ON;
}
}
private void onSetON()
{
foreach (LightEvents receiver in eventsReceivers)
{
receiver.onSetON.Invoke();
}
}
public void SetOFF()
{
if (!useRandomDelay)
{
StartCoroutine(Delay(Random.Range(0, maxRandomDelay), "internalSetOFF"));
}
else
{
internalSetOFF();
}
}
public void internalSetOFF()
{
if (currentState != LightState.Broken && currentState != LightState.OFF)
{
onSetOFF();
currentState = LightState.OFF;
}
}
private void onSetOFF()
{
foreach (LightEvents receiver in eventsReceivers)
{
receiver.onSetOFF.Invoke();
}
}
public void Break()
{
if (useRandomDelay)
{
StartCoroutine(Delay(Random.Range(0, maxRandomDelay), "internalBreak"));
}
else
{
internalBreak();
}
}
public void internalBreak()
{
if (currentState != LightState.Broken && currentState != LightState.Breaking)
{
currentState = LightState.Breaking;
onBreak();
}
}
private void onBreak()
{
foreach (LightEvents receiver in eventsReceivers)
{
receiver.onBreak.Invoke();
}
}
public void SpecialEvent()
{
if (useRandomDelay)
{
StartCoroutine(Delay(Random.Range(0, maxRandomDelay), "internalSpecialEvent"));
}
else
{
internalSpecialEvent();
}
}
public void internalSpecialEvent()
{
if (currentState != LightState.Broken && currentState != LightState.Breaking)
{
onSpecialEvent();
}
}
private void onSpecialEvent()
{
foreach (LightEvents receiver in eventsReceivers)
{
receiver.onSpecialEvent.Invoke();
}
}
public void SetBroken()
{
if(currentState != LightState.Broken)
onSetBroken();
currentState = LightState.Broken;
}
private void onSetBroken()
{
foreach (LightEvents receiver in eventsReceivers)
{
receiver.onSetBroken.Invoke();
}
}
IEnumerator Delay(float duration, string function)
{
yield return new WaitForSeconds(duration);
SendMessage(function);
}
#if UNITY_EDITOR
public void SetIndirectMultiplier()
{
var lights = GetComponentsInChildren<Light>();
foreach (var light in lights)
{
if (light.lightmapBakeType != LightmapBakeType.Realtime)
light.bounceIntensity = bakedIndirectMultiplier;
light.SetLightDirty();
}
}
public void SetLightDimmer()
{
if (defaultState == LightState.OFF || defaultState == LightState.SwitchingON || defaultState == LightState.Broken)
internalSetOFF();
else
internalSetON();
var lights = GetComponentsInChildren<Light>();
foreach (var light in lights)
{
light.SetLightDirty();
}
}
#endif
public void TriggerNextState()
{
switch (currentState)
{
case LightState.Breaking:
{
SetBroken();
break;
}
case LightState.SwitchingON:
{
SetON();
break;
}
case LightState.SwitchingOFF:
{
SetOFF();
break;
}
case LightState.OFF:
{
SwitchON();
break;
}
case LightState.Special:
{
SetON();
break;
}
}
}
}