using System.Collections; using System.Collections.Generic; using System.IO.MemoryMappedFiles; using System.Security.Principal; using UnityEngine; public class LightManager : MonoBehaviour { public List Lights = new List(); List Materials = new List(); [SerializeField] private bool isIPCIdle = true; [SerializeField] private bool useIPCLighting = true; static Texture2D RGBColor2D; private IEnumerator[] coroutines = new IEnumerator[240]; public float FadeDuration = 0.5f; private void Start() { ConfigManager.EnsureInitialization(); ConfigManager.onConfigChanged += UpdateConfig; UpdateConfig(); for (int i = 0; i < Lights.Count; i++) Materials.Add(Lights[i].GetComponent().material); if (useIPCLighting) { RGBColor2D = new Texture2D(480, 1, TextureFormat.RGBA32, false); //RGBColor2D.filterMode = FilterMode.Point; //for debugging //GetComponent().material.mainTexture = RGBColor2D; //for debugging } } private void Update() { if (!useIPCLighting) { isIPCIdle = true; return; } if (IPCManager.sharedBuffer != null) { GetTextureFromBytes(IPCManager.GetLightData()); CheckIPCState(); if (!isIPCIdle) UpdateLED(); } else { isIPCIdle = true; } } void UpdateConfig() { useIPCLighting = ConfigManager.config.useIPCLighting; } private void CheckIPCState() { if (RGBColor2D.GetPixel(0 , 0).a == 1) isIPCIdle = false; else isIPCIdle = true; } private void UpdateLED() { 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)); Materials[119 - i - ii * 30].SetColor("_EmissionColor2", RGBColor2D.GetPixel(index * 2 + 1, 0)); Materials[210 + i - ii * 30].SetColor("_EmissionColor", RGBColor2D.GetPixel((index + 120) * 2, 0)); Materials[210 + i - ii * 30].SetColor("_EmissionColor2", RGBColor2D.GetPixel((index + 120) * 2 + 1, 0)); index++; } } } void GetTextureFromBytes(byte[] bytes) { RGBColor2D.LoadRawTextureData(bytes); RGBColor2D.Apply(); } public void UpdateFadeLight(int Area, bool State) { if(!isIPCIdle) return; Area -= 1; if (State) { Materials[Area].SetColor("_EmissionColor", new Color(1f, 1f, 1f, 1f)); Materials[Area].SetColor("_EmissionColor2", 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)); mat.SetColor("_EmissionColor2", new Color(p, p, p, 1f)); yield return null; } } }