using System; using UnityEngine; public class LightMain : MonoBehaviour { public void Awake() { this.m_light = base.GetComponent(); NDebug.Assert(this.m_light != null, "メインライトが設定されていません。"); } private void Start() { this.ResetIntensity(); RenderSettings.ambientLight = new Color(0f, 0f, 0f); RenderSettings.ambientIntensity = 0f; } public void OnLevelWasLoaded(int level) { RenderSettings.ambientLight = new Color(0f, 0f, 0f); RenderSettings.ambientIntensity = 0f; } public void SetRotation(Vector3 f_vRot) { base.gameObject.transform.rotation = Quaternion.Euler(f_vRot); } public void SetIntensity(float f_fVal) { this.m_light.intensity = f_fVal; } public float GetIntensity() { return this.m_light.intensity; } public void ResetIntensity() { this.m_light.intensity = 0.95f; } public void SetShadowStrength(float value) { this.m_light.shadowStrength = value; } public float GetShadowStrength() { return this.m_light.shadowStrength; } public void SetColor(Color color) { this.m_light.color = color; } public Color GetColor() { return this.m_light.color; } public void Reset() { this.SetRotation(new Vector3(40f, 180f, 18f)); this.m_light.color = Color.white; this.ResetIntensity(); this.m_light.shadowStrength = 0.098f; this.m_light.shadowBias = 0.01f; RenderSettings.ambientLight = new Color(0f, 0f, 0f); RenderSettings.ambientIntensity = 0f; } private Light m_light; private const float DefaultLightIntensity = 0.95f; private const float DefaultShadowStrength = 0.098f; }