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LightFlicker.cs
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LightFlicker.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
#if UNITY_EDITOR
using UnityEditor;
#endif
public class LightFlicker : MonoBehaviour
{
public enum FlickerMode
{
Random,
AnimationCurve
}
public Light flickeringLight;
public Renderer flickeringRenderer;
public FlickerMode flickerMode;
public float lightIntensityMin = 1.25f;
public float lightIntensityMax = 2.25f;
public float flickerDuration = 0.075f;
public AnimationCurve intensityCurve;
Material m_FlickeringMaterial;
Color m_EmissionColor;
float m_Timer;
float m_FlickerLightIntensity;
static readonly int k_EmissionColorID = Shader.PropertyToID (k_EmissiveColorName);
const string k_EmissiveColorName = "_EmissionColor";
const string k_EmissionName = "_Emission";
const float k_LightIntensityToEmission = 2f / 3f;
void Start()
{
m_FlickeringMaterial = flickeringRenderer.material;
m_FlickeringMaterial.EnableKeyword(k_EmissionName);
m_EmissionColor = m_FlickeringMaterial.GetColor(k_EmissionColorID);
}
void Update()
{
m_Timer += Time.deltaTime;
if (flickerMode == FlickerMode.Random)
{
if (m_Timer >= flickerDuration)
{
ChangeRandomFlickerLightIntensity ();
}
}
else if(flickerMode == FlickerMode.AnimationCurve)
{
ChangeAnimatedFlickerLightIntensity ();
}
flickeringLight.intensity = m_FlickerLightIntensity;
m_FlickeringMaterial.SetColor (k_EmissionColorID, m_EmissionColor * m_FlickerLightIntensity * k_LightIntensityToEmission);
}
void ChangeRandomFlickerLightIntensity ()
{
m_FlickerLightIntensity = Random.Range(lightIntensityMin, lightIntensityMax);
m_Timer = 0f;
}
void ChangeAnimatedFlickerLightIntensity ()
{
m_FlickerLightIntensity = intensityCurve.Evaluate (m_Timer);
if (m_Timer >= intensityCurve[intensityCurve.length - 1].time)
m_Timer = intensityCurve[0].time;
}
}
#if UNITY_EDITOR
[CustomEditor(typeof(LightFlicker))]
public class LightFlickerEditor : Editor
{
SerializedProperty m_ScriptProp;
SerializedProperty m_FlickeringLightProp;
SerializedProperty m_FlickeringRendererProp;
SerializedProperty m_FlickerModeProp;
SerializedProperty m_LightIntensityMinProp;
SerializedProperty m_LightIntensityMaxProp;
SerializedProperty m_FlickerDurationProp;
SerializedProperty m_IntensityCurveProp;
void OnEnable ()
{
m_ScriptProp = serializedObject.FindProperty ("m_Script");
m_FlickeringLightProp = serializedObject.FindProperty ("flickeringLight");
m_FlickeringRendererProp = serializedObject.FindProperty ("flickeringRenderer");
m_FlickerModeProp = serializedObject.FindProperty ("flickerMode");
m_LightIntensityMinProp = serializedObject.FindProperty ("lightIntensityMin");
m_LightIntensityMaxProp = serializedObject.FindProperty ("lightIntensityMax");
m_FlickerDurationProp = serializedObject.FindProperty ("flickerDuration");
m_IntensityCurveProp = serializedObject.FindProperty ("intensityCurve");
}
public override void OnInspectorGUI ()
{
serializedObject.Update ();
GUI.enabled = false;
EditorGUILayout.PropertyField (m_ScriptProp);
GUI.enabled = true;
EditorGUILayout.PropertyField (m_FlickeringLightProp);
EditorGUILayout.PropertyField (m_FlickeringRendererProp);
EditorGUILayout.PropertyField (m_FlickerModeProp);
if (m_FlickerModeProp.enumValueIndex == 0)
{
EditorGUILayout.PropertyField (m_LightIntensityMinProp);
EditorGUILayout.PropertyField (m_LightIntensityMaxProp);
EditorGUILayout.PropertyField (m_FlickerDurationProp);
}
else if (m_FlickerModeProp.enumValueIndex == 1)
{
EditorGUILayout.PropertyField (m_IntensityCurveProp);
}
serializedObject.ApplyModifiedProperties ();
}
/*public Light flickeringLight;
public Renderer flickeringRenderer;
public FlickerMode flickerMode;
public float lightIntensityMin = 1.25f;
public float lightIntensityMax = 2.25f;
public float flickerDuration = 0.075f;
public AnimationCurve intensityCurve;*/
}
#endif