119 lines
3.6 KiB
C#
119 lines
3.6 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine.UI;
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using UnityEngine;
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public class LightManager : MonoBehaviour
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{
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public List<GameObject> Lights = new List<GameObject>();
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List<Material> Materials = new List<Material>();
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[SerializeField]
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private bool isIPCIdle = true;
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[SerializeField]
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private bool useIPCLighting = true;
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static Texture2D RGBColor2D;
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private IEnumerator[] coroutines = new IEnumerator[240];
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public float FadeDuration = 0.5f;
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private void Start()
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{
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var widget = ConfigManager.GetConfigPanelWidget("UseIPCLighting");
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var toggle = widget.GetComponent<Toggle>();
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toggle.onValueChanged.AddListener((value) => {
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useIPCLighting = value;
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});
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toggle.onValueChanged.Invoke(useIPCLighting);
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for (int i = 0; i < Lights.Count; i++)
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Materials.Add(Lights[i].GetComponent<Renderer>().material);
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if (useIPCLighting)
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{
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RGBColor2D = new Texture2D(480, 1, TextureFormat.RGBA32, false);
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//RGBColor2D.filterMode = FilterMode.Point; //for debugging
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//GetComponent<Renderer>().material.mainTexture = RGBColor2D; //for debugging
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}
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}
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private void Update()
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{
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if (!useIPCLighting)
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{
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isIPCIdle = true;
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return;
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}
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if (IPCManager.sharedBuffer != null)
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{
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GetTextureFromBytes(IPCManager.GetLightData());
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if (!isIPCIdle)
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UpdateLED();
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}
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else
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{
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isIPCIdle = true;
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}
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}
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private void CheckIPCState(byte[] data)
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{
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if (data[3] == 0)
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isIPCIdle = true;
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else
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isIPCIdle = false;
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}
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private void UpdateLED()
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{
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int index = 0;
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for (int i = 0; i < 30; i++)
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{
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for (int ii = 0; ii < 4; ii++)
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{
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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++;
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}
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}
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}
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void GetTextureFromBytes(byte[] bytes)
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{
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if (bytes != null && bytes.Length == 1920)
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{
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CheckIPCState(bytes);
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RGBColor2D.LoadRawTextureData(bytes);
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RGBColor2D.Apply();
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}
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}
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public void UpdateFadeLight(int Area, bool State)
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{
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if(!isIPCIdle)
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return;
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Area -= 1;
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if (State)
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{
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Materials[Area].SetColor("_EmissionColor", new Color(1f, 1f, 1f, 1f));
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Materials[Area].SetColor("_EmissionColor2", new Color(1f, 1f, 1f, 1f));
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}
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else
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{
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if (coroutines[Area] != null)
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StopCoroutine(coroutines[Area]);
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coroutines[Area] = FadeOut(Area, Materials[Area]);
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StartCoroutine(coroutines[Area]);
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}
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}
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public IEnumerator FadeOut(int Area, Material mat)
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{
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for (float time = 0f; time < FadeDuration; time += Time.deltaTime)
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{
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float p = 1 - time / FadeDuration;
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mat.SetColor("_EmissionColor", new Color(p, p, p, 1f));
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mat.SetColor("_EmissionColor2", new Color(p, p, p, 1f));
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yield return null;
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}
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}
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}
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