Files
BH3/Assets/Plugins/Assembly-CSharp-firstpass/CinemaDirector/SetIntensityLight.cs
2025-08-13 09:26:42 +08:00

91 lines
1.7 KiB
C#

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<Transform> list = new List<Transform>(GetActors());
List<RevertInfo> list2 = new List<RevertInfo>();
foreach (Transform item in list)
{
if (item != null)
{
Light component = item.GetComponent<Light>();
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<Light>();
if (component != null)
{
previousIntensity = component.intensity;
}
}
public override void Trigger(GameObject actor)
{
Light component = actor.GetComponent<Light>();
if (component != null)
{
previousIntensity = component.intensity;
component.intensity = Intensity;
}
}
public override void Reverse(GameObject actor)
{
Light component = actor.GetComponent<Light>();
if (component != null)
{
component.intensity = previousIntensity;
}
}
}
}