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- using System;
- using UnityEngine;
- namespace COM3D2.MeidoPhotoStudio.Plugin
- {
- internal class MPSLight
- {
- private static Camera camera = GameMain.Instance.MainCamera.GetComponent<Camera>();
- 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<Light>();
- float spotAngle = CurrentLightProperty.SpotAngle;
- this.light.transform.position = LightProperty.DefaultPosition;
- this.light.transform.rotation = LightProperty.DefaultRotation;
- DragLight = BaseDrag.MakeDragPoint<DragDogu>(
- PrimitiveType.Cube, Vector3.one * 0.12f, BaseDrag.LightBlue
- ).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<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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