SAIPO ca4294b0bf 1.完善了对话内容,使对话内容更加口语化和方言化。
2.添加了Shader的框架(与屏幕后特效相关)
 1)加入了LightController的代码文件,主要控制烛光等灯光的空气扰动现象
 2)加入了VolumeController的代码文件,主要与屏幕后特效的控制变量相关
 3)在场景中加入了Volume的对象,控制屏幕后特效Shader的运行
3.挪动了场景中煤油灯的位置,并且为煤油灯添加了会产生空气扰动使光范围发生变化的功能
4.为测试场景中的镜子添加了临时提示光边Shader
2021-08-14 07:43:34 +08:00

42 lines
1.3 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Experimental.Rendering.Universal;
public class LightController : MonoBehaviour
{
//控制灯光的火焰扰动 霄酱写的
public Light2D Light2D;
[Header("光半径")]
public float radiusCycle;
public float radiusRate;
[Header("光强度")]
public float intensityCycle;
public float intensityRate;
private float radiusOrigin;
private float radiusUpdate;
private float intensityOrigin;
private float intensityUpdate;
// Start is called before the first frame update
void Start()
{
//获取所有数据的初始值
radiusOrigin = Light2D.pointLightOuterRadius;
intensityOrigin = Light2D.intensity;
}
// Update is called once per frame
void Update()
{
radiusUpdate = radiusOrigin;
radiusUpdate = radiusCycle * Mathf.Sin(Time.fixedTime * Mathf.PI * radiusRate) + radiusOrigin;//计算简谐震荡后的数值
Light2D.pointLightOuterRadius = radiusUpdate;
intensityUpdate = intensityOrigin;
intensityUpdate = intensityCycle * Mathf.Sin(Time.fixedTime * Mathf.PI * intensityRate) + intensityOrigin;
Light2D.intensity = intensityUpdate;
}
}