-
Notifications
You must be signed in to change notification settings - Fork 10
/
ModuleColoredLensLight.cs
91 lines (83 loc) · 3.6 KB
/
ModuleColoredLensLight.cs
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
// Surface Mounted Stock-Alike Lights for Self-Illumination
// Author: Why485 (http://forum.kerbalspaceprogram.com/index.php?/profile/26795-why485/)
// Author: igor.zavoychinskiy@gmail.com
// License: Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International.
using System;
using System.Linq;
using UnityEngine;
namespace SurfaceLights {
/// <summary>
/// A light module that keeps match between emitting light color and the glowing texture
/// color ("lens").
/// </summary>
/// <remarks>
/// If light color is being changed from a script the color may not be properly reflected by the
/// lens. In order to have it working as expected the change must be propagated to the module. See
/// examples below.
/// </remarks>
/// <example>
/// <para>
/// When values are changed via <see cref="BaseField.SetValue"/> method the changes will be
/// automatically picked up.
/// </para>
/// <code><![CDATA[
/// var lightModule = part.GetComponent<ModuleColoredLensLight>();
/// lightModule.Fields["lensBrightness"].SetValue(0.3f, lightModule);
/// lightModule.Fields["lightR"].SetValue(1.0f, lightModule);
/// lightModule.Fields["lightG"].SetValue(0.0f, lightModule);
/// lightModule.Fields["lightB"].SetValue(0.0f, lightModule);
/// ]]></code>
/// <para>
/// When changing values directly via fields the module must be notified to do the update.
/// </para>
/// <code><![CDATA[
/// var lightModule = part.GetComponent<ModuleColoredLensLight>();
/// lightModule.lensBrightness = 0.3f;
/// lightModule.lightR = 1.0f;
/// lightModule.lightG = 0.0f;
/// lightModule.lightB = 0.0f;
/// lightModule.UpdateLightTextureColor();
/// ]]></code>
/// </example>
/// <seealso cref="lensBrightness"/>
public class ModuleColoredLensLight : ModuleLight {
/// <summary>Defines minimum white color level.</summary>
/// <remarks>See module remarks with regard to changing this value from as script.</remarks>
/// <seealso cref="ModuleColoredLensLight"/>
[KSPField(guiName = "#SurfaceLights_ModuleColoredLensLight_lensBrightness", isPersistant = true)]
[UI_FloatRange(stepIncrement = 0.05f, maxValue = 1f, minValue = 0f)]
public float lensBrightness = 0.5f;
/// <inheritdoc/>
public override void OnInitialize() {
base.OnInitialize();
UpdateLightTextureColor();
}
/// <inheritdoc/>
public override void OnAwake() {
base.OnAwake();
Fields["lensBrightness"].OnValueModified += (x => UpdateLightTextureColor());
Fields["lightR"].OnValueModified += (x => UpdateLightTextureColor());
Fields["lightG"].OnValueModified += (x => UpdateLightTextureColor());
Fields["lightB"].OnValueModified += (x => UpdateLightTextureColor());
}
/// <summary>
/// Updates the emissive color of the material so that it matches the light color.
/// </summary>
public virtual void UpdateLightTextureColor() {
// By default, update all the emissive materials.
part.FindModelComponents<Renderer>()
.Where(r => r.material.HasProperty("_EmissiveColor"))
.ToList()
.ForEach(r => r.material.SetColor("_EmissiveColor", GetLightTextureColor()));
}
/// <summary>Returns a color to set on the emission texture.</summary>
/// <remarks>Using raw color looks kinda ugly, so do some minor filtering. Add an intensity offset
/// to the light's color to make the texture be colored even when the lgiht is turned off.
/// </remarks>
protected virtual Color GetLightTextureColor() {
return new Color(lightR * (1.0f - lensBrightness) + lensBrightness,
lightG * (1.0f - lensBrightness) + lensBrightness,
lightB * (1.0f - lensBrightness) + lensBrightness);
}
}
} // namespace