mirror of
https://github.com/Facepunch/sbox-public.git
synced 2026-04-24 16:29:13 -04:00
174 lines
3.3 KiB
C#
174 lines
3.3 KiB
C#
using static Sandbox.Component;
|
|
|
|
namespace Sandbox;
|
|
|
|
[Expose]
|
|
public abstract class Light : Component, IColorProvider, ExecuteInEditor, ITintable
|
|
{
|
|
SceneLight _sceneObject;
|
|
|
|
/// <summary>
|
|
/// The main color of the light
|
|
/// </summary>
|
|
[Property]
|
|
public Color LightColor
|
|
{
|
|
get;
|
|
set
|
|
{
|
|
if ( field == value ) return;
|
|
field = value;
|
|
|
|
if ( _sceneObject.IsValid() )
|
|
_sceneObject.LightColor = value;
|
|
}
|
|
} = "#E9FAFF";
|
|
|
|
[Property, Category( "Fog Settings" )]
|
|
public FogInfluence FogMode
|
|
{
|
|
get;
|
|
set
|
|
{
|
|
if ( field == value ) return;
|
|
field = value;
|
|
|
|
if ( _sceneObject.IsValid() )
|
|
_sceneObject.FogLighting = (SceneLight.FogLightingMode)value;
|
|
}
|
|
} = FogInfluence.Enabled;
|
|
|
|
[Property, Range( 0, 1 ), Category( "Fog Settings" )]
|
|
public float FogStrength
|
|
{
|
|
get;
|
|
set
|
|
{
|
|
if ( field == value ) return;
|
|
field = value;
|
|
|
|
if ( _sceneObject.IsValid() )
|
|
_sceneObject.FogStrength = value;
|
|
}
|
|
} = 1.0f;
|
|
|
|
/// <summary>
|
|
/// Should this light cast shadows?
|
|
/// </summary>
|
|
[Property, Category( "Shadows" ), Order( -10 )]
|
|
public bool Shadows
|
|
{
|
|
get;
|
|
set
|
|
{
|
|
if ( field == value ) return;
|
|
field = value;
|
|
|
|
if ( _sceneObject.IsValid() )
|
|
_sceneObject.ShadowsEnabled = value;
|
|
}
|
|
} = true;
|
|
|
|
[Property, Range( 0, 1 ), Category( "Shadows" ), Advanced]
|
|
public float ShadowBias
|
|
{
|
|
get;
|
|
set
|
|
{
|
|
if ( field == value ) return;
|
|
field = value;
|
|
|
|
if ( _sceneObject.IsValid() )
|
|
_sceneObject.ShadowBias = value;
|
|
}
|
|
} = 0.0005f;
|
|
|
|
[Property, Range( 0, 1 ), Category( "Shadows" )]
|
|
public float ShadowHardness
|
|
{
|
|
get;
|
|
set
|
|
{
|
|
if ( field == value ) return;
|
|
field = value;
|
|
|
|
if ( _sceneObject.IsValid() )
|
|
_sceneObject.ShadowHardness = value;
|
|
}
|
|
} = 0.0f;
|
|
|
|
Color IColorProvider.ComponentColor => LightColor;
|
|
|
|
Color ITintable.Color { get => LightColor; set => LightColor = value; }
|
|
|
|
public enum FogInfluence
|
|
{
|
|
[Icon( "blur_off" )]
|
|
Disabled = SceneLight.FogLightingMode.None,
|
|
[Icon( "blur_linear" )]
|
|
Enabled = SceneLight.FogLightingMode.Dynamic,
|
|
[Icon( "blur_on" )]
|
|
WithoutShadows = SceneLight.FogLightingMode.DynamicNoShadows
|
|
}
|
|
|
|
protected override void OnAwake()
|
|
{
|
|
Tags.Add( "light" );
|
|
|
|
base.OnAwake();
|
|
}
|
|
|
|
protected override void OnEnabled()
|
|
{
|
|
Assert.True( !_sceneObject.IsValid(), "_sceneObject should be null" );
|
|
Assert.NotNull( Scene, "Scene should not be null" );
|
|
|
|
_sceneObject = CreateSceneObject();
|
|
|
|
if ( _sceneObject.IsValid() )
|
|
{
|
|
_sceneObject.Component = this;
|
|
_sceneObject.LightColor = LightColor;
|
|
_sceneObject.ShadowsEnabled = Shadows;
|
|
_sceneObject.FogLighting = (SceneLight.FogLightingMode)FogMode;
|
|
_sceneObject.FogStrength = FogStrength;
|
|
_sceneObject.ShadowBias = ShadowBias;
|
|
_sceneObject.ShadowHardness = ShadowHardness;
|
|
|
|
OnTransformChanged();
|
|
OnTagsChanged();
|
|
|
|
Transform.OnTransformChanged += OnTransformChanged;
|
|
}
|
|
}
|
|
|
|
protected override void OnDisabled()
|
|
{
|
|
Transform.OnTransformChanged -= OnTransformChanged;
|
|
|
|
_sceneObject?.Delete();
|
|
_sceneObject = null;
|
|
}
|
|
|
|
protected abstract SceneLight CreateSceneObject();
|
|
|
|
void OnTransformChanged()
|
|
{
|
|
if ( !_sceneObject.IsValid() )
|
|
return;
|
|
|
|
_sceneObject.Transform = WorldTransform;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Tags have been updated - lets update our light's tags
|
|
/// </summary>
|
|
protected override void OnTagsChanged()
|
|
{
|
|
if ( !_sceneObject.IsValid() )
|
|
return;
|
|
|
|
_sceneObject?.Tags.SetFrom( Tags );
|
|
}
|
|
}
|