Remove ChangeLighting in favor of individual channels Change RA's fort-lonestar to use Lighting instead of Effect
65 lines
1.7 KiB
C#
65 lines
1.7 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2015 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation. For more information,
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* see COPYING.
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*/
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#endregion
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using System.Collections.Generic;
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using OpenRA.Mods.Common.Traits;
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using OpenRA.Scripting;
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namespace OpenRA.Mods.Common.Scripting
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{
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[ScriptGlobal("Lighting")]
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public class LightingGlobal : ScriptGlobal
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{
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readonly IEnumerable<FlashPaletteEffect> flashPaletteEffects;
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readonly GlobalLightingPaletteEffect lighting;
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readonly bool hasLighting;
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public LightingGlobal(ScriptContext context)
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: base(context)
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{
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flashPaletteEffects = context.World.WorldActor.TraitsImplementing<FlashPaletteEffect>();
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lighting = context.World.WorldActor.TraitOrDefault<GlobalLightingPaletteEffect>();
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hasLighting = lighting != null;
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}
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[Desc("Controls the `FlashPaletteEffect` trait.")]
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public void Flash(string type = null, int ticks = -1)
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{
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foreach (var effect in flashPaletteEffects)
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if (effect.Info.Type == type)
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effect.Enable(ticks);
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}
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public double Red
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{
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get { return hasLighting ? lighting.Red : 0d; }
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set { if (hasLighting) lighting.Red = (float)value; }
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}
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public double Green
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{
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get { return hasLighting ? lighting.Green : 0d; }
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set { if (hasLighting) lighting.Green = (float)value; }
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}
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public double Blue
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{
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get { return hasLighting ? lighting.Blue : 0d; }
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set { if (hasLighting) lighting.Blue = (float)value; }
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}
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public double Ambient
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{
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get { return hasLighting ? lighting.Ambient : 0d; }
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set { if (hasLighting) lighting.Ambient = (float)value; }
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}
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}
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}
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