Boss Room 是一款使用 Unity MLAPI 制作的全功能合作多人 RPG。 它旨在作为学习样本,展示类似游戏中经常出现的某些典型游戏模式。
您最多选择25个主题 主题必须以中文或者字母或数字开头,可以包含连字符 (-),并且长度不得超过35个字符

73 行
2.2 KiB

using UnityEngine;
using System.Collections.Generic;
// Written by Steve Streeting 2017
// License: CC0 Public Domain http://creativecommons.org/publicdomain/zero/1.0/
/// <summary>
/// Component which will flicker a linked light while active by changing its
/// intensity between the min and max values given. The flickering can be
/// sharp or smoothed depending on the value of the smoothing parameter.
///
/// Just activate / deactivate this component as usual to pause / resume flicker
/// </summary>
public class light_flicker : MonoBehaviour
{
[Tooltip("External light to flicker; you can leave this null if you attach script to a light")]
public new Light light;
[Tooltip("Minimum random light intensity")]
public float minIntensity = 0f;
[Tooltip("Maximum random light intensity")]
public float maxIntensity = 1f;
[Tooltip("How much to smooth out the randomness; lower values = sparks, higher = lantern")]
[Range(1, 50)]
public int smoothing = 5;
// Continuous average calculation via FIFO queue
// Saves us iterating every time we update, we just change by the delta
Queue<float> smoothQueue;
float lastSum = 0;
/// <summary>
/// Reset the randomness and start again. You usually don't need to call
/// this, deactivating/reactivating is usually fine but if you want a strict
/// restart you can do.
/// </summary>
public void Reset()
{
smoothQueue.Clear();
lastSum = 0;
}
void Start()
{
smoothQueue = new Queue<float>(smoothing);
// External or internal light?
if (light == null)
{
light = GetComponent<Light>();
}
}
void Update()
{
if (light == null)
return;
// pop off an item if too big
while (smoothQueue.Count >= smoothing)
{
lastSum -= smoothQueue.Dequeue();
}
// Generate random new item, calculate new average
float newVal = Random.Range(minIntensity, maxIntensity);
smoothQueue.Enqueue(newVal);
lastSum += newVal;
// Calculate new smoothed average
light.intensity = lastSum / (float)smoothQueue.Count;
}
}