ECM2
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126
Assets/VolumetricLightBeam/Scripts/EffectFlicker.cs
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126
Assets/VolumetricLightBeam/Scripts/EffectFlicker.cs
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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namespace VLB
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{
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[HelpURL(Consts.Help.UrlEffectFlicker)]
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[AddComponentMenu(Consts.Help.AddComponentMenuEffectFlicker)]
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public class EffectFlicker : EffectAbstractBase
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{
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public new const string ClassName = "EffectFlicker";
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/// <summary>
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/// Frequency of flickering.
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/// Higher value means the flickering will occur faster.
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/// </summary>
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[Range(1.0f, 60.0f)]
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public float frequency = Consts.Effects.FrequencyDefault;
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/// <summary>
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/// If enabled, pauses will be added between 2 flickering sequences.
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/// </summary>
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public bool performPauses = Consts.Effects.PerformPausesDefault;
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/// <summary>
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/// The duration of a flickering sequence.
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/// A random value will be picked each time inside that range.
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/// </summary>
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[MinMaxRange(0.0f, 10.0f)]
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public MinMaxRangeFloat flickeringDuration = Consts.Effects.FlickeringDurationDefault;
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/// <summary>
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/// The duration of a pause sequence.
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/// A random value will be picked each time inside that range.
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/// </summary>
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[MinMaxRange(0.0f, 10.0f)]
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public MinMaxRangeFloat pauseDuration = Consts.Effects.PauseDurationDefault;
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/// <summary>
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/// Restore the default intensity during a pause sequence.
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/// </summary>
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public bool restoreIntensityOnPause = Consts.Effects.RestoreIntensityOnPauseDefault;
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/// <summary>
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/// The amplitude of intensity change which will be applied to the Light and/or Beam.
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/// A random value will be picked each time inside that range.
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/// </summary>
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[MinMaxRange(-5.0f, 5.0f)]
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public MinMaxRangeFloat intensityAmplitude = Consts.Effects.IntensityAmplitudeDefault;
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/// <summary>
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/// How much intensity change will be smoothed.
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/// Higher value means the more smoothing.
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/// </summary>
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[Range(0.0f, 0.25f)]
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public float smoothing = Consts.Effects.SmoothingDefault;
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float m_CurrentAdditiveIntensity = 0.0f;
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public override void InitFrom(EffectAbstractBase source)
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{
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base.InitFrom(source);
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var sourceFlicker = source as EffectFlicker;
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if (sourceFlicker)
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{
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frequency = sourceFlicker.frequency;
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performPauses = sourceFlicker.performPauses;
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flickeringDuration = sourceFlicker.flickeringDuration;
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pauseDuration = sourceFlicker.pauseDuration;
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restoreIntensityOnPause = sourceFlicker.restoreIntensityOnPause;
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intensityAmplitude = sourceFlicker.intensityAmplitude;
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smoothing = sourceFlicker.smoothing;
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}
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}
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protected override void OnEnable()
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{
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base.OnEnable();
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StartCoroutine(CoUpdate());
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}
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IEnumerator CoUpdate()
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{
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while(true)
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{
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yield return CoFlicker();
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if(performPauses)
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{
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yield return CoChangeIntensity(pauseDuration.randomValue, restoreIntensityOnPause ? 0f : m_CurrentAdditiveIntensity);
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}
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}
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}
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IEnumerator CoFlicker()
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{
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float remainingDuration = flickeringDuration.randomValue;
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float lastTime = Time.deltaTime;
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while (!performPauses || remainingDuration > 0.0f)
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{
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Debug.Assert(frequency > 0.0f);
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float freqDuration = 1.0f / frequency;
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yield return CoChangeIntensity(freqDuration, intensityAmplitude.randomValue);
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remainingDuration -= freqDuration;
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}
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}
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IEnumerator CoChangeIntensity(float expectedDuration, float nextIntensity)
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{
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float velocity = 0.0f;
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float t = 0.0f;
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while (t < expectedDuration)
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{
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m_CurrentAdditiveIntensity = Mathf.SmoothDamp(m_CurrentAdditiveIntensity, nextIntensity, ref velocity, smoothing);
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SetAdditiveIntensity(m_CurrentAdditiveIntensity);
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t += Time.deltaTime;
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yield return null;
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}
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}
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}
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}
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