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WACVR/Assets/Script/LightManager/LightManager.cs

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C#
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using System.Collections;
using System.Collections.Generic;
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using System.IO.MemoryMappedFiles;
using System.Security.Principal;
using UnityEngine;
public class LightManager : MonoBehaviour
{
public List<GameObject> Lights = new List<GameObject>();
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List<Material> Materials = new List<Material>();
public static bool useIPC = true;
static Texture2D RGBColor2D;
public static MemoryMappedFile sharedBuffer;
public static MemoryMappedViewAccessor sharedBufferAccessor;
private IEnumerator[] coroutines = new IEnumerator[240];
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public float FadeDuration = 0.5f;
private void Start()
{
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if (JsonConfiguration.HasKey("useIPC"))
useIPC = JsonConfiguration.GetBoolean("useIPC");
else
JsonConfiguration.SetBoolean("useIPC", useIPC);
for (int i = 0; i < Lights.Count; i++)
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Materials.Add(Lights[i].GetComponent<Renderer>().material);
if (useIPC)
{
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InitializeIPC("Local\\WACVR_SHARED_BUFFER", 2164);
RGBColor2D = new Texture2D(480, 1, TextureFormat.RGBA32, false);
//RGBColor2D.filterMode = FilterMode.Point; //for debugging
//GetComponent<Renderer>().material.mainTexture = RGBColor2D; //for debugging
}
}
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private void Update()
{
if (useIPC)
UpdateLED();
}
private void InitializeIPC(string sharedMemoryName, int sharedMemorySize)
{
MemoryMappedFileSecurity CustomSecurity = new MemoryMappedFileSecurity();
SecurityIdentifier sid = new SecurityIdentifier(WellKnownSidType.WorldSid, null);
var acct = sid.Translate(typeof(NTAccount)) as NTAccount;
CustomSecurity.AddAccessRule(new System.Security.AccessControl.AccessRule<MemoryMappedFileRights>(acct.ToString(), MemoryMappedFileRights.FullControl, System.Security.AccessControl.AccessControlType.Allow));
sharedBuffer = MemoryMappedFile.CreateOrOpen(sharedMemoryName, sharedMemorySize, MemoryMappedFileAccess.ReadWrite, MemoryMappedFileOptions.None, CustomSecurity, System.IO.HandleInheritability.Inheritable);
sharedBufferAccessor = sharedBuffer.CreateViewAccessor();
}
private void UpdateLED()
{
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GetTextureFromBytes(GetBytesFromMemory());
int index = 0;
for (int i = 0; i < 30; i++)
{
for (int ii = 0; ii < 4; ii++)
{
Materials[119 - i - ii * 30].SetColor("_EmissionColor", RGBColor2D.GetPixel(index * 2, 0));
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Materials[119 - i - ii * 30].SetColor("_EmissionColor2", RGBColor2D.GetPixel(index * 2 + 1, 0));
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Materials[210 + i - ii * 30].SetColor("_EmissionColor", RGBColor2D.GetPixel((index + 120) * 2, 0));
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Materials[210 + i - ii * 30].SetColor("_EmissionColor2", RGBColor2D.GetPixel((index + 120) * 2 + 1, 0));
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index++;
}
}
}
void GetTextureFromBytes(byte[] bytes)
{
RGBColor2D.LoadRawTextureData(bytes);
RGBColor2D.Apply();
}
byte[] GetBytesFromMemory()
{
byte[] bytes = new byte[1920];
sharedBufferAccessor.ReadArray<byte>(244, bytes, 0, 1920);
return bytes;
}
public void UpdateLightFade(int Area, bool State)
{
if(useIPC)
return;
Area -= 1;
if (State)
{
Materials[Area].SetColor("_EmissionColor", new Color(1f, 1f, 1f, 1f));
}
else
{
if (coroutines[Area] != null)
StopCoroutine(coroutines[Area]);
coroutines[Area] = FadeOut(Area, Materials[Area]);
StartCoroutine(coroutines[Area]);
}
}
public IEnumerator FadeOut(int Area, Material mat)
{
for (float time = 0f; time < FadeDuration; time += Time.deltaTime)
{
float p = 1 - time / FadeDuration;
mat.SetColor("_EmissionColor", new Color(p, p, p, 1f));
yield return null;
}
}
}