using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using NaughtyAttributes;
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using Variables;
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public class DarknessController : MonoBehaviour
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{
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[SerializeField, Header("References")]
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private Material m_darknessMat;
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[SerializeField]
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private Reference<float> m_lightLevel;
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[SerializeField]
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private Reference<bool> m_isInputDown;
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[SerializeField, BoxGroup("Settings")]
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private float m_darknessSpeed = 0.25f;
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[SerializeField, BoxGroup("Settings")]
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private float m_lightSpeed = 1.0f;
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[SerializeField, BoxGroup("Settings")]
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private AnimationCurve m_lightCurve = AnimationCurve.Linear(0,0,1,1);
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[ShowNonSerializedField]
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private bool m_isDarknessChanging;
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private void OnEnable()
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{
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m_isInputDown.OnValueChanged += OnInputChange;
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m_darknessMat.SetFloat("_Apply", 1);
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m_lightLevel.Value = 1;
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}
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private void OnDisable()
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{
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m_isInputDown.OnValueChanged -= OnInputChange;
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m_darknessMat.SetFloat("_Apply", 1);
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m_lightLevel.Value = 1;
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}
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private void OnInputChange(bool value)
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{
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StopAllCoroutines();
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Debug.Log($"Here {m_isDarknessChanging}");
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if (value)
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{ if (!m_isDarknessChanging)
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{
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StartCoroutine(ChangeDarkness(0, m_darknessSpeed));
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}
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else
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{
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StartCoroutine(ChangeDarkness(0, 0));
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}
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}
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else
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StartCoroutine(ChangeDarkness(1, m_lightSpeed, m_lightCurve));
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}
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private IEnumerator ChangeDarkness(float end, float time)
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{
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yield return StartCoroutine(ChangeDarkness(end, time, AnimationCurve.Linear(0, 0, 1, 1)));
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}
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private IEnumerator ChangeDarkness(float end, float time, AnimationCurve curve)
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{
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float start = m_lightLevel;
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float elapsedTime = 0;
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time = Mathf.InverseLerp(end, start, m_lightLevel) * time;
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m_isDarknessChanging = true;
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while(elapsedTime < time)
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{
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m_lightLevel.Value = Mathf.Lerp(start, end, curve.Evaluate(elapsedTime / time));
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m_darknessMat.SetFloat("_Apply", m_lightLevel);
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yield return new WaitForEndOfFrame();
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elapsedTime += Time.deltaTime;
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}
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m_isDarknessChanging = false;
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m_lightLevel.Value = end;
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m_darknessMat.SetFloat("_Apply", m_lightLevel);
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}
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}
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