|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
class ScriptedLightBase extends EntityLightSource |
|
{ |
|
float m_LifetimeStart; |
|
float m_LifetimeEnd = -1; |
|
float m_FadeOutTime = -1; |
|
float m_FadeInTime = -1; |
|
float m_Radius; |
|
float m_RadiusTarget; |
|
float m_Brightness; |
|
float m_BrightnessPulse; |
|
float m_BrightnessPulseSpeed; |
|
float m_BrightnessPulseAmplitudeMax; |
|
float m_BrightnessPulseAmplitudeMin; |
|
float m_BrightnessTarget; |
|
float m_BrightnessSpeedOfChange = 1; |
|
float m_RadiusSpeedOfChange = 1; |
|
float m_OptimizeShadowsRadius = 0; |
|
|
|
float m_DancingShadowsAmplitude; |
|
float m_DancingShadowsSpeed; |
|
|
|
float m_BlinkingSpeed; |
|
|
|
bool m_IsDebugEnabled = false; |
|
|
|
Object m_Parent; |
|
vector m_LocalPos; |
|
vector m_LocalOri; |
|
vector m_DancingShadowsLocalPos; |
|
|
|
ref Timer m_DeleteTimer; |
|
|
|
static ref set<ScriptedLightBase> m_NightTimeOnlyLights = new set<ScriptedLightBase>(); |
|
|
|
|
|
void ScriptedLightBase() |
|
{ |
|
m_LifetimeStart = GetGame().GetTime(); |
|
SetEnabled(true); |
|
SetEventMask(EntityEvent.FRAME); |
|
SetEventMask(EntityEvent.INIT); |
|
} |
|
|
|
void ~ScriptedLightBase() |
|
{ |
|
if (m_NightTimeOnlyLights) |
|
{ |
|
int index = m_NightTimeOnlyLights.Find(this); |
|
if (index != -1) |
|
{ |
|
m_NightTimeOnlyLights.Remove(index); |
|
} |
|
} |
|
} |
|
|
|
override void EOnInit(IEntity other, int extra) |
|
{ |
|
if (!IsVisibleDuringDaylight()) |
|
{ |
|
PlayerBase player = PlayerBase.Cast(GetGame().GetPlayer()); |
|
if (player && player.m_UndergroundPresence) |
|
SetVisibleDuringDaylight(true); |
|
m_NightTimeOnlyLights.Insert(this); |
|
} |
|
} |
|
|
|
override bool IsScriptedLight() |
|
{ |
|
return true; |
|
} |
|
|
|
void UpdateMode() |
|
{ |
|
ItemBase item = ItemBase.Cast(m_Parent); |
|
if (item) |
|
{ |
|
InventoryLocation il = new InventoryLocation; |
|
item.GetInventory().GetCurrentInventoryLocation( il ); |
|
string slotName; |
|
if (il.GetType() == InventoryLocationType.GROUND) |
|
{ |
|
slotName = "Ground"; |
|
} |
|
else if (il.GetSlot() != -1) |
|
{ |
|
slotName = InventorySlots.GetSlotName(il.GetSlot()); |
|
} |
|
UpdateLightMode(slotName); |
|
} |
|
} |
|
|
|
private void UpdateLightMode(string slotName); |
|
|
|
|
|
private void DeleteLightWithDelay() |
|
{ |
|
DetachFromParent(); |
|
|
|
if (GetGame()) |
|
{ |
|
if (!m_DeleteTimer) |
|
m_DeleteTimer = new Timer( CALL_CATEGORY_SYSTEM ); |
|
|
|
m_DeleteTimer.Run( 0.03 , this, "DeleteLightNow", NULL, true); |
|
} |
|
|
|
} |
|
|
|
|
|
private void DeleteLightNow() |
|
{ |
|
GetGame().ObjectDelete(this); |
|
} |
|
|
|
|
|
void AttachOnObject(Object parent, vector local_pos = "0 0 0", vector local_ori = "0 0 0") |
|
{ |
|
if (!parent) |
|
{ |
|
if (m_Parent) |
|
{ |
|
m_Parent.RemoveChild(this); |
|
} |
|
|
|
return; |
|
} |
|
else |
|
{ |
|
if (m_Parent) |
|
{ |
|
m_Parent.RemoveChild(this); |
|
} |
|
} |
|
|
|
m_Parent = parent; |
|
m_LocalPos = local_pos; |
|
m_LocalOri = local_ori; |
|
SetOrientation(local_ori); |
|
SetPosition(local_pos); |
|
parent.AddChild(this, -1); |
|
parent.Update(); |
|
} |
|
|
|
|
|
Object GetAttachmentParent() |
|
{ |
|
return m_Parent; |
|
} |
|
|
|
|
|
void AttachOnMemoryPoint(Object parent, string memory_point_start, string memory_point_target = "") |
|
{ |
|
if (parent.MemoryPointExists(memory_point_start)) |
|
{ |
|
m_LocalPos = parent.GetMemoryPointPos(memory_point_start); |
|
vector local_ori; |
|
|
|
if (memory_point_target != "" ) |
|
{ |
|
if (parent.MemoryPointExists(memory_point_target)) |
|
{ |
|
vector target_pos = parent.GetSelectionPositionLS(memory_point_target); |
|
target_pos = vector.Direction(m_LocalPos, target_pos); |
|
local_ori = target_pos.VectorToAngles(); |
|
} |
|
else |
|
{ |
|
ErrorEx("memory point 'memory_point_target' not found when attaching light"); |
|
} |
|
} |
|
AttachOnObject(parent, m_LocalPos, local_ori); |
|
UpdateMode(); |
|
} |
|
else |
|
{ |
|
ErrorEx("memory point 'memory_point_start' not found when attaching light"); |
|
} |
|
} |
|
|
|
|
|
void DetachFromParent() |
|
{ |
|
if (!m_Parent) |
|
{ |
|
m_Parent = Object.Cast( GetParent() ); |
|
} |
|
|
|
if (m_Parent) |
|
{ |
|
if ( !m_Parent.ToDelete() && !ToDelete() ) |
|
{ |
|
m_Parent.RemoveChild(this); |
|
} |
|
} |
|
|
|
m_Parent = null; |
|
m_LocalPos = Vector(0,0,0); |
|
m_LocalOri = Vector(0,0,0); |
|
} |
|
|
|
static ScriptedLightBase CreateLightAtObjMemoryPoint(typename name, notnull Object target, string memory_point_start, string memory_point_target = "", vector global_pos = "0 0 0", float fade_in_time_in_s = 0) |
|
{ |
|
ScriptedLightBase light; |
|
if (target.MemoryPointExists(memory_point_start)) |
|
{ |
|
light = CreateLight(name, global_pos, fade_in_time_in_s); |
|
light.AttachOnMemoryPoint(target, memory_point_start, memory_point_target); |
|
} |
|
return light; |
|
} |
|
|
|
|
|
static ScriptedLightBase CreateLight(typename name, vector global_pos = "0 0 0", float fade_in_time_in_s = 0) |
|
{ |
|
ScriptedLightBase light_instance; |
|
|
|
if ( !GetGame().IsServer() || !GetGame().IsMultiplayer() ) |
|
{ |
|
light_instance = ScriptedLightBase.Cast( GetGame().CreateObject(name.ToString(), global_pos, true) ); |
|
|
|
if (!light_instance) |
|
{ |
|
Error("Error! Light entity of name " + name.ToString() + " cannot be spawned! This name is incorrect or not inherited from ScriptedLightBase." ); |
|
return null; |
|
} |
|
|
|
if (fade_in_time_in_s != 0) |
|
{ |
|
light_instance.FadeIn(fade_in_time_in_s); |
|
} |
|
} |
|
else |
|
{ |
|
if ( GetGame().IsDebug() ) |
|
{ |
|
Error("An instance of ScriptedLightBase was attempted to spawn on server side! Lights are CLIENT SIDE ONLY!"); |
|
} |
|
} |
|
|
|
return light_instance; |
|
} |
|
|
|
|
|
void SetBrightnessTo(float value) |
|
{ |
|
m_Brightness = value; |
|
m_BrightnessTarget = value; |
|
SetBrightness(m_Brightness * m_BrightnessPulse); |
|
CorrectLightPulseDuringDaylight(); |
|
} |
|
|
|
|
|
void CorrectLightPulseDuringDaylight() |
|
{ |
|
if (m_Brightness < 100) |
|
{ |
|
float v = m_Brightness * 0.01; |
|
|
|
if (v > 0) |
|
{ |
|
float brightness_compesation = 1 / v; |
|
float compenset_brightness = (m_Brightness * m_BrightnessPulse) * brightness_compesation; |
|
SetBrightness(compenset_brightness); |
|
SetPulseCoef(v); |
|
} |
|
} |
|
else |
|
{ |
|
SetPulseCoef(1); |
|
} |
|
} |
|
|
|
|
|
void FadeBrightnessTo( float value, float time_in_s ) |
|
{ |
|
m_BrightnessTarget = value; |
|
|
|
if (time_in_s == 0) |
|
{ |
|
m_BrightnessSpeedOfChange = 9999; |
|
} |
|
else |
|
{ |
|
m_BrightnessSpeedOfChange = Math.AbsFloat(m_Brightness - m_BrightnessTarget) / time_in_s; |
|
} |
|
} |
|
|
|
|
|
void SetRadiusTo(float value) |
|
{ |
|
m_Radius = value; |
|
m_RadiusTarget = value; |
|
SetRadius(m_Radius); |
|
} |
|
|
|
|
|
void FadeRadiusTo( float value, float time_in_s ) |
|
{ |
|
m_RadiusTarget = value; |
|
|
|
if (time_in_s == 0) |
|
{ |
|
m_RadiusSpeedOfChange = 9999; |
|
} |
|
else |
|
{ |
|
m_RadiusSpeedOfChange = Math.AbsFloat(m_Radius - m_RadiusTarget) / time_in_s; |
|
} |
|
} |
|
|
|
|
|
void Destroy() |
|
{ |
|
ClearEventMask(EntityEvent.FRAME); |
|
SetEnabled(false); |
|
if (m_Parent) |
|
DeleteLightWithDelay(); |
|
else |
|
DeleteLightNow(); |
|
} |
|
|
|
|
|
void SetLifetime(float life_in_s) |
|
{ |
|
if(GetGame()) |
|
m_LifetimeEnd = GetGame().GetTime() + life_in_s * 1000; |
|
} |
|
|
|
|
|
void SetFadeOutTime(float time_in_s) |
|
{ |
|
m_FadeOutTime = time_in_s * 1000; |
|
} |
|
|
|
|
|
void FadeOut(float time_in_s = -1) |
|
{ |
|
float time_in_ms = time_in_s * 1000; |
|
|
|
if (time_in_s == -1) |
|
{ |
|
float kill_time_in_s = m_FadeOutTime*0.001; |
|
|
|
FadeBrightnessTo(0, kill_time_in_s); |
|
FadeRadiusTo(0, kill_time_in_s); |
|
SetLifetime(kill_time_in_s); |
|
} |
|
else |
|
{ |
|
FadeBrightnessTo(0, time_in_s); |
|
FadeRadiusTo(0, time_in_s); |
|
SetLifetime(time_in_s); |
|
} |
|
} |
|
|
|
|
|
void FadeIn(float time_in_s) |
|
{ |
|
float brightness = m_Brightness; |
|
SetBrightnessTo(0); |
|
FadeBrightnessTo(brightness, time_in_s); |
|
} |
|
|
|
|
|
void AddLifetime(float life_in_s) |
|
{ |
|
m_LifetimeEnd += life_in_s * 1000; |
|
} |
|
|
|
|
|
void OnFrameLightSource(IEntity other, float timeSlice) |
|
{ |
|
|
|
} |
|
|
|
|
|
override void EOnFrame(IEntity other, float timeSlice) |
|
{ |
|
|
|
int current_time = GetGame().GetTime(); |
|
|
|
if ( CheckLifetime(current_time) ) |
|
{ |
|
SetRadius(m_Radius); |
|
} |
|
else |
|
{ |
|
return; |
|
} |
|
|
|
HandleFlickering(current_time - m_LifetimeStart, timeSlice); |
|
HandleDancingShadows(current_time - m_LifetimeStart, timeSlice); |
|
CheckFadeOut(current_time); |
|
HandleBrightnessFadeing(timeSlice); |
|
HandleRadiusFadeing(timeSlice); |
|
|
|
CheckIfParentIsInCargo(); |
|
TryShadowOptimization(); |
|
OnFrameLightSource(other, timeSlice); |
|
|
|
HandleBlinking(current_time); |
|
} |
|
|
|
|
|
void SetDancingShadowsAmplitude(float max_deviation_in_meters) |
|
{ |
|
m_DancingShadowsAmplitude = Math.AbsFloat(max_deviation_in_meters); |
|
} |
|
|
|
|
|
void SetDancingShadowsMovementSpeed(float speed_in_meters_per_frame) |
|
{ |
|
m_DancingShadowsSpeed = Math.AbsFloat(speed_in_meters_per_frame); |
|
} |
|
|
|
|
|
float GetDancingShadowsAmplitude() |
|
{ |
|
return m_DancingShadowsAmplitude; |
|
} |
|
|
|
|
|
float GetDancingShadowsMovementSpeed() |
|
{ |
|
return m_DancingShadowsSpeed; |
|
} |
|
|
|
|
|
void EnableDebug(bool state) |
|
{ |
|
m_IsDebugEnabled = state; |
|
} |
|
|
|
|
|
void HandleDancingShadows(float time, float timeSlice) |
|
{ |
|
if (m_DancingShadowsAmplitude > 0) |
|
{ |
|
for (int i = 0; i < 3; i++ ) |
|
{ |
|
m_DancingShadowsLocalPos[i] = m_DancingShadowsLocalPos[i] + ( Math.RandomFloat(-m_DancingShadowsSpeed,m_DancingShadowsSpeed) * timeSlice) ; |
|
|
|
if (m_DancingShadowsLocalPos[i] > m_DancingShadowsAmplitude) |
|
m_DancingShadowsLocalPos[i] = m_DancingShadowsAmplitude; |
|
|
|
if (m_DancingShadowsLocalPos[i] < -m_DancingShadowsAmplitude) |
|
m_DancingShadowsLocalPos[i] = -m_DancingShadowsAmplitude; |
|
|
|
} |
|
|
|
if (m_Parent && !m_Parent.ToDelete()) |
|
{ |
|
|
|
|
|
m_Parent.RemoveChild(this); |
|
SetPosition(m_LocalPos + m_DancingShadowsLocalPos); |
|
|
|
m_Parent.AddChild(this, -1); |
|
m_Parent.Update(); |
|
} |
|
|
|
if (m_IsDebugEnabled) |
|
{ |
|
Particle p = ParticleManager.GetInstance().PlayInWorld( ParticleList.DEBUG_DOT, GetPosition() ); |
|
p.SetParticleParam( EmitorParam.SIZE, 0.01); |
|
} |
|
} |
|
else |
|
{ |
|
m_DancingShadowsLocalPos = Vector(0,0,0); |
|
} |
|
} |
|
|
|
|
|
void HandleFlickering(float time, float timeSlice) |
|
{ |
|
if (m_BrightnessPulseAmplitudeMax > 0) |
|
{ |
|
m_BrightnessPulse += ( Math.RandomFloat(-m_BrightnessPulseSpeed, m_BrightnessPulseSpeed) ) * timeSlice; |
|
|
|
if (m_BrightnessPulse < m_BrightnessPulseAmplitudeMin + 1) |
|
m_BrightnessPulse = m_BrightnessPulseAmplitudeMin + 1; |
|
|
|
if (m_BrightnessPulse > m_BrightnessPulseAmplitudeMax + 1) |
|
m_BrightnessPulse = m_BrightnessPulseAmplitudeMax + 1; |
|
|
|
} |
|
else |
|
{ |
|
m_BrightnessPulse = 1; |
|
} |
|
} |
|
|
|
|
|
void SetFlickerSpeed(float speed) |
|
{ |
|
m_BrightnessPulseSpeed = speed; |
|
} |
|
|
|
|
|
void SetFlickerAmplitude(float coef) |
|
{ |
|
m_BrightnessPulseAmplitudeMax = Math.AbsFloat(coef); |
|
m_BrightnessPulseAmplitudeMin = -Math.AbsFloat(coef); |
|
} |
|
|
|
void SetFlickerAmplitudeMax(float coef) |
|
{ |
|
m_BrightnessPulseAmplitudeMax = coef; |
|
} |
|
|
|
void SetFlickerAmplitudeMin(float coef) |
|
{ |
|
m_BrightnessPulseAmplitudeMin = coef; |
|
} |
|
|
|
|
|
float GetFlickerSpeed() |
|
{ |
|
return m_BrightnessPulseSpeed; |
|
} |
|
|
|
|
|
float GetFlickerAmplitudeCoefMax() |
|
{ |
|
return m_BrightnessPulseAmplitudeMax; |
|
} |
|
|
|
|
|
float GetFlickerAmplitudeCoefMin() |
|
{ |
|
return m_BrightnessPulseAmplitudeMin; |
|
} |
|
|
|
|
|
void TryShadowOptimization() |
|
{ |
|
if (m_OptimizeShadowsRadius > 0) |
|
{ |
|
float distance_to_camera = vector.Distance( GetPosition(), GetGame().GetCurrentCameraPosition() ); |
|
|
|
if (distance_to_camera < m_OptimizeShadowsRadius) |
|
{ |
|
SetCastShadow(false); |
|
} |
|
else |
|
{ |
|
SetCastShadow(true); |
|
} |
|
} |
|
} |
|
|
|
|
|
void SetDisableShadowsWithinRadius(float radius_in_m) |
|
{ |
|
m_OptimizeShadowsRadius = radius_in_m; |
|
} |
|
|
|
|
|
float GetDisableShadowsWithinRadius() |
|
{ |
|
return m_OptimizeShadowsRadius; |
|
} |
|
|
|
void CheckIfParentIsInCargo() |
|
{ |
|
|
|
|
|
if (m_Parent) |
|
{ |
|
EntityAI parent_EAI = EntityAI.Cast( m_Parent ); |
|
|
|
if (parent_EAI) |
|
{ |
|
GameInventory GI = parent_EAI.GetInventory(); |
|
|
|
if (GI) |
|
{ |
|
bool is_in_cargo = GI.IsInCargo(); |
|
|
|
if (!is_in_cargo) |
|
{ |
|
EntityAI parent2 = parent_EAI.GetHierarchyParent(); |
|
|
|
if (parent2 && parent2.GetInventory()) |
|
{ |
|
is_in_cargo = parent2.GetInventory().IsInCargo(); |
|
} |
|
} |
|
|
|
if ( is_in_cargo ) |
|
{ |
|
SetEnabled(false); |
|
} |
|
else |
|
{ |
|
SetEnabled(true); |
|
} |
|
} |
|
} |
|
} |
|
} |
|
|
|
|
|
private bool CheckLifetime(int current_time) |
|
{ |
|
if ( current_time > m_LifetimeEnd && m_LifetimeEnd != -1 ) |
|
{ |
|
Destroy(); |
|
return false; |
|
} |
|
|
|
return true; |
|
} |
|
|
|
|
|
private void CheckFadeOut( int current_time) |
|
{ |
|
|
|
if ( m_FadeOutTime != -1 && m_LifetimeEnd != -1 && current_time > m_LifetimeEnd - m_FadeOutTime ) |
|
{ |
|
m_FadeOutTime = -1; |
|
m_FadeInTime = -1; |
|
float time_left_in_s = (m_LifetimeEnd - current_time) * 0.001; |
|
FadeBrightnessTo(0, time_left_in_s); |
|
FadeRadiusTo(0, time_left_in_s); |
|
} |
|
} |
|
|
|
|
|
private void HandleBrightnessFadeing(float timeSlice) |
|
{ |
|
if ( m_Brightness != m_BrightnessTarget ) |
|
{ |
|
float brightness_difference = m_Brightness - m_BrightnessTarget; |
|
|
|
if (brightness_difference > m_BrightnessSpeedOfChange*timeSlice) |
|
brightness_difference = m_BrightnessSpeedOfChange*timeSlice; |
|
|
|
if (brightness_difference < -m_BrightnessSpeedOfChange*timeSlice) |
|
brightness_difference = -m_BrightnessSpeedOfChange*timeSlice; |
|
|
|
m_Brightness -= brightness_difference; |
|
|
|
if ( m_Brightness > 0 || m_BrightnessTarget > 0) |
|
{ |
|
SetBrightness(m_Brightness * m_BrightnessPulse); |
|
CorrectLightPulseDuringDaylight(); |
|
} |
|
else |
|
{ |
|
Destroy(); |
|
return; |
|
} |
|
} |
|
else |
|
{ |
|
SetBrightness(m_Brightness * m_BrightnessPulse); |
|
CorrectLightPulseDuringDaylight(); |
|
} |
|
} |
|
|
|
|
|
private void HandleRadiusFadeing(float timeSlice) |
|
{ |
|
if ( m_Radius != m_RadiusTarget ) |
|
{ |
|
float radius_difference = m_Radius - m_RadiusTarget; |
|
|
|
if (radius_difference > m_RadiusSpeedOfChange*timeSlice) |
|
radius_difference = m_RadiusSpeedOfChange*timeSlice; |
|
|
|
if (radius_difference < -m_RadiusSpeedOfChange*timeSlice) |
|
radius_difference = -m_RadiusSpeedOfChange*timeSlice; |
|
|
|
m_Radius -= radius_difference; |
|
|
|
if ( m_Radius > 0 || m_RadiusTarget > 0) |
|
{ |
|
SetRadius(m_Radius); |
|
} |
|
else |
|
{ |
|
Destroy(); |
|
return; |
|
} |
|
} |
|
else |
|
{ |
|
SetRadius(m_Radius); |
|
} |
|
} |
|
|
|
|
|
void SetBlinkingSpeed(float _speed) |
|
{ |
|
m_BlinkingSpeed = _speed; |
|
} |
|
|
|
|
|
float GetBlinkingSpeed() |
|
{ |
|
return m_BlinkingSpeed; |
|
} |
|
|
|
|
|
private void HandleBlinking(float time) |
|
{ |
|
if ( m_BlinkingSpeed <= 0 ) |
|
return; |
|
|
|
float multiplier; |
|
|
|
multiplier = Math.Sin(time * 0.001 * m_BlinkingSpeed); |
|
multiplier = (multiplier + 1)/2; |
|
|
|
multiplier = Math.Round(multiplier); |
|
SetBrightness(m_Brightness * multiplier); |
|
} |
|
}; |