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- using UnityEngine;
- namespace COM3D2.MeidoPhotoStudio.Plugin
- {
- public class DragPointLight : DragPointGeneral
- {
- public static EnvironmentManager EnvironmentManager { private get; set; }
- private Light light;
- public enum MPSLightType
- {
- Normal, Spot, Point, Disabled
- }
- public enum LightProp
- {
- LightRotX, LightRotY, Intensity, ShadowStrength, SpotAngle, Range, Red, Green, Blue
- }
- public bool IsActiveLight { get; set; }
- public string Name { get; private set; } = string.Empty;
- public bool IsMain { get; set; }
- public MPSLightType SelectedLightType { get; private set; }
- public LightProperty CurrentLightProperty => LightProperties[(int)SelectedLightType];
- private readonly LightProperty[] LightProperties = new LightProperty[]
- {
- new LightProperty(),
- new LightProperty(),
- new LightProperty()
- };
- private bool isDisabled;
- public bool IsDisabled
- {
- get => isDisabled;
- set
- {
- isDisabled = value;
- light.gameObject.SetActive(!isDisabled);
- }
- }
- private bool isColourMode;
- public bool IsColourMode
- {
- get => IsMain && isColourMode && SelectedLightType == MPSLightType.Normal;
- set
- {
- if (!IsMain) return;
- light.color = value ? Color.white : LightColour;
- camera.backgroundColor = value ? LightColour : Color.black;
- isColourMode = value;
- LightColour = isColourMode ? camera.backgroundColor : light.color;
- EnvironmentManager.BGVisible = !IsColourMode;
- }
- }
- public Quaternion Rotation
- {
- get => CurrentLightProperty.Rotation;
- set => light.transform.rotation = CurrentLightProperty.Rotation = value;
- }
- public float Intensity
- {
- get => CurrentLightProperty.Intensity;
- set => light.intensity = CurrentLightProperty.Intensity = value;
- }
- public float Range
- {
- get => CurrentLightProperty.Range;
- set => light.range = CurrentLightProperty.Range = value;
- }
- public float SpotAngle
- {
- get => CurrentLightProperty.SpotAngle;
- set
- {
- light.spotAngle = CurrentLightProperty.SpotAngle = value;
- light.transform.localScale = Vector3.one * value;
- }
- }
- public float ShadowStrength
- {
- get => CurrentLightProperty.ShadowStrength;
- set => light.shadowStrength = CurrentLightProperty.ShadowStrength = value;
- }
- public float LightColorRed
- {
- get => IsColourMode ? camera.backgroundColor.r : CurrentLightProperty.LightColour.r;
- set
- {
- Color color = IsColourMode ? camera.backgroundColor : light.color;
- 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 : light.color;
- 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 : light.color;
- 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 light.color = colour;
- }
- }
- 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 override void Set(Transform myObject)
- {
- base.Set(myObject);
- light = myObject.gameObject.GetOrAddComponent<Light>();
- light.transform.position = LightProperty.DefaultPosition;
- light.transform.rotation = LightProperty.DefaultRotation;
- SetLightType(MPSLightType.Normal);
- ScaleFactor = 50f;
- DefaultRotation = LightProperty.DefaultRotation;
- DefaultPosition = LightProperty.DefaultPosition;
- }
- protected override void OnDestroy()
- {
- if (!IsMain) Destroy(light.gameObject);
- base.OnDestroy();
- }
- protected override void OnRotate()
- {
- CurrentLightProperty.Rotation = light.transform.rotation;
- base.OnRotate();
- }
- protected override void OnScale()
- {
- float value = light.transform.localScale.x;
- if (SelectedLightType == MPSLightType.Point) Range = value;
- else if (SelectedLightType == MPSLightType.Spot) SpotAngle = value;
- base.OnScale();
- }
- protected override void ApplyDragType()
- {
- if (Selecting || Moving) ApplyProperties(true, true, false);
- else if (SelectedLightType != MPSLightType.Point && Rotating) ApplyProperties(true, true, false);
- else if (SelectedLightType != MPSLightType.Normal && Scaling) ApplyProperties(true, true, false);
- else if (!IsMain && Deleting) ApplyProperties(true, true, false);
- else ApplyProperties(false, false, false);
- ApplyColours();
- }
- public void SetLightType(MPSLightType type)
- {
- LightType lightType = LightType.Directional;
- string name = "normal";
- SelectedLightType = type;
- if (type == MPSLightType.Spot)
- {
- lightType = LightType.Spot;
- name = "spot";
- }
- else if (type == MPSLightType.Point)
- {
- lightType = LightType.Point;
- name = "point";
- }
- light.type = lightType;
- Name = IsMain ? "main" : name;
- if (IsMain)
- {
- EnvironmentManager.BGVisible = !(IsColourMode && SelectedLightType == MPSLightType.Normal);
- }
- SetProps();
- ApplyDragType();
- }
- public void SetRotation(float x, float y) => 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() => light.transform.position = LightProperty.DefaultPosition;
- private void SetProps()
- {
- SetLightProperties(light, CurrentLightProperty);
- if (IsColourMode)
- {
- light.color = Color.white;
- camera.backgroundColor = CurrentLightProperty.LightColour;
- }
- }
- }
- public class LightProperty
- {
- public static readonly Vector3 DefaultPosition = new(0f, 1.9f, 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<Light>().range;
- public float SpotAngle { get; set; } = 50f;
- public float ShadowStrength { get; set; } = 0.10f;
- public Color LightColour { get; set; } = Color.white;
- }
- }
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