using System.Collections.Generic; using CinemaDirector.Helpers; using UnityEngine; namespace CinemaDirector { [CutsceneItem("Light", "Set Intensity", new CutsceneItemGenre[] { CutsceneItemGenre.ActorItem })] public class SetIntensityLight : CinemaActorEvent, IRevertable { public float Intensity; [SerializeField] private RevertMode editorRevertMode; [SerializeField] private RevertMode runtimeRevertMode; private float previousIntensity; public RevertMode EditorRevertMode { get { return editorRevertMode; } set { editorRevertMode = value; } } public RevertMode RuntimeRevertMode { get { return runtimeRevertMode; } set { runtimeRevertMode = value; } } public RevertInfo[] CacheState() { List list = new List(GetActors()); List list2 = new List(); foreach (Transform item in list) { if (item != null) { Light component = item.GetComponent(); if (component != null) { list2.Add(new RevertInfo(this, component, "intensity", component.intensity)); } } } return list2.ToArray(); } public override void Initialize(GameObject actor) { Light component = actor.GetComponent(); if (component != null) { previousIntensity = component.intensity; } } public override void Trigger(GameObject actor) { Light component = actor.GetComponent(); if (component != null) { previousIntensity = component.intensity; component.intensity = Intensity; } } public override void Reverse(GameObject actor) { Light component = actor.GetComponent(); if (component != null) { component.intensity = previousIntensity; } } } }