using System; using UnityEngine; namespace COM3D2.MeidoPhotoStudio.Plugin { internal class MPSLight { private static Camera camera = GameMain.Instance.MainCamera.GetComponent(); private Light light; public DragDogu DragLight { get; private set; } public event EventHandler Rotate; public event EventHandler Scale; public event EventHandler Delete; public event EventHandler Select; public bool isActiveLight = false; public bool IsMain { get; private set; } = false; private bool isDisabled = false; public string Name { get; private set; } public bool IsDisabled { get => isDisabled; set { this.isDisabled = value; this.light.gameObject.SetActive(!this.isDisabled); } } public LightProperty[] LightProperties = new LightProperty[] { new LightProperty(), new LightProperty(), new LightProperty() }; private bool isColourMode = false; public bool IsColourMode { get => isColourMode && SelectedLightType == MPSLightType.Normal; set { this.light.color = value ? Color.white : LightColour; camera.backgroundColor = value ? LightColour : Color.black; this.isColourMode = value; LightColour = this.isColourMode ? camera.backgroundColor : light.color; } } public MPSLightType SelectedLightType { get; private set; } = MPSLightType.Normal; public LightProperty CurrentLightProperty => LightProperties[(int)SelectedLightType]; public Quaternion Rotation { get => CurrentLightProperty.Rotation; set => this.light.transform.rotation = CurrentLightProperty.Rotation = value; } public float Intensity { get => CurrentLightProperty.Intensity; set => this.light.intensity = CurrentLightProperty.Intensity = value; } public float Range { get => CurrentLightProperty.Range; set => this.light.range = CurrentLightProperty.Range = value; } public float SpotAngle { get => CurrentLightProperty.SpotAngle; set { this.light.spotAngle = CurrentLightProperty.SpotAngle = value; this.light.transform.localScale = Vector3.one * value; } } public float ShadowStrength { get => CurrentLightProperty.ShadowStrength; set => this.light.shadowStrength = CurrentLightProperty.ShadowStrength = value; } public float LightColorRed { get => IsColourMode ? camera.backgroundColor.r : CurrentLightProperty.LightColour.r; set { Color color = IsColourMode ? camera.backgroundColor : this.light.color; this.LightColour = new Color(value, color.g, color.b); } } public float LightColorGreen { get => IsColourMode ? camera.backgroundColor.g : CurrentLightProperty.LightColour.r; set { Color color = IsColourMode ? camera.backgroundColor : this.light.color; this.LightColour = new Color(color.r, value, color.b); } } public float LightColorBlue { get => IsColourMode ? camera.backgroundColor.b : CurrentLightProperty.LightColour.r; set { Color color = IsColourMode ? camera.backgroundColor : this.light.color; this.LightColour = new Color(color.r, color.g, value); } } public Color LightColour { get => IsColourMode ? camera.backgroundColor : CurrentLightProperty.LightColour; set { Color colour = CurrentLightProperty.LightColour = value; if (IsColourMode) camera.backgroundColor = colour; else this.light.color = colour; } } public enum LightProp { LightRotX, LightRotY, Intensity, ShadowStrength, SpotAngle, Range, Red, Green, Blue } public enum MPSLightType { Normal, Spot, Point, Disabled } public MPSLight(GameObject lightGo = null, bool isMain = false) { this.IsMain = isMain; GameObject gameobject = lightGo ?? new GameObject(); this.light = gameobject.GetOrAddComponent(); float spotAngle = CurrentLightProperty.SpotAngle; this.light.transform.position = LightProperty.DefaultPosition; this.light.transform.rotation = LightProperty.DefaultRotation; GameObject dragPoint = BaseDrag.MakeDragPoint( PrimitiveType.Cube, Vector3.one * 0.12f, BaseDrag.LightBlue ); DragLight = dragPoint.AddComponent(); DragLight.Initialize(this.light.gameObject, this.IsMain, CustomGizmo.GizmoMode.World, () => this.light.transform.position, () => this.light.transform.eulerAngles ); DragLight.scaleFactor = 50f; DragLight.Select += (s, a) => this.Select?.Invoke(this, EventArgs.Empty); if (!isMain) { DragLight.Delete += (s, a) => Delete?.Invoke(this, EventArgs.Empty); } DragLight.SetDragProp(false, false, false); SetLightType(LightType.Directional); } public static void SetLightProperties(Light light, LightProperty prop) { light.transform.rotation = prop.Rotation; light.intensity = prop.Intensity; light.range = prop.Range; light.spotAngle = prop.SpotAngle; light.shadowStrength = prop.ShadowStrength; light.color = prop.LightColour; if (light.type == LightType.Spot) { light.transform.localScale = Vector3.one * prop.SpotAngle; } else if (light.type == LightType.Point) { light.transform.localScale = Vector3.one * prop.Range; } } public void Destroy() { DragLight.Rotate -= OnRotate; DragLight.Scale -= OnScale; GameObject.Destroy(DragLight.gameObject); if (!IsMain) GameObject.Destroy(this.light.gameObject); } public void SetLightType(LightType type) { DragLight.Rotate -= OnRotate; DragLight.Rotate -= OnScale; string name = "normal"; if (type == LightType.Directional) { SelectedLightType = MPSLightType.Normal; } else if (type == LightType.Spot) { name = "spot"; SelectedLightType = MPSLightType.Spot; DragLight.Scale += OnScale; DragLight.Rotate += OnRotate; } else { name = "point"; SelectedLightType = MPSLightType.Point; DragLight.Scale += OnScale; } this.light.type = type; SetProps(); this.Name = IsMain ? "main" : name; } public void SetRotation(float x, float y) { this.Rotation = Quaternion.Euler(x, y, Rotation.eulerAngles.z); } public void SetProp(LightProp prop, float value) { switch (prop) { case LightProp.Intensity: Intensity = value; break; case LightProp.ShadowStrength: ShadowStrength = value; break; case LightProp.SpotAngle: SpotAngle = value; break; case LightProp.Range: Range = value; break; case LightProp.Red: LightColorRed = value; break; case LightProp.Green: LightColorGreen = value; break; case LightProp.Blue: LightColorBlue = value; break; } } public void ResetLightProps() { LightProperties[(int)SelectedLightType] = new LightProperty(); SetProps(); } public void ResetLightPosition() { this.light.transform.position = LightProperty.DefaultPosition; } private void SetProps() { SetLightProperties(this.light, CurrentLightProperty); if (IsColourMode) { this.light.color = Color.white; camera.backgroundColor = CurrentLightProperty.LightColour; } } private void OnRotate(object sender, EventArgs args) { CurrentLightProperty.Rotation = this.light.transform.rotation; OnTransformEvent(Rotate); } private void OnScale(object sender, EventArgs args) { float value = this.light.transform.localScale.x; if (SelectedLightType == MPSLightType.Point) Range = value; else if (SelectedLightType == MPSLightType.Spot) SpotAngle = value; OnTransformEvent(Scale); } private void OnTransformEvent(EventHandler handler) { handler?.Invoke(this, EventArgs.Empty); } } internal class LightProperty { public static readonly Vector3 DefaultPosition = new Vector3(0f, 1.5f, 0.4f); public static readonly Quaternion DefaultRotation = Quaternion.Euler(40f, 180f, 0f); public Quaternion Rotation { get; set; } = DefaultRotation; public float Intensity { get; set; } = 0.95f; public float Range { get; set; } = GameMain.Instance.MainLight.GetComponent().range; public float SpotAngle { get; set; } = 50f; public float ShadowStrength { get; set; } = 0.10f; public Color LightColour { get; set; } = Color.white; } }