Created
August 26, 2018 12:09
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Ingame light effect editing script.
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// Ingame light effect editing script. | |
// Add as many effect changes as necessary. | |
// Name of the light effect can be found by plopping the prop, and then | |
// going to [Ctrl+E] Scene Explorer > Tool Controller > Prop Tool > | |
// m_prefab > m_effects > m_effects.[id] > m_effect | |
// The light needs to be moved or plopped for the nearby area to update the effects. | |
BindingFlags b = BindingFlags.Instance | BindingFlags.NonPublic; byte a = 255; LightEffect l = null; | |
bool color, colorVariations, intensity, range, spotAngle, spotLeaking, blinkType = false; | |
//---------------------------------------------- | |
l = EffectCollection.FindEffect( | |
/* LIGHT EFFECT NAME:*/ "Flood Light Short Orange" | |
) as LightEffect; | |
// Set to true if you want to change, adjust actual values below. | |
color = true; | |
colorVariations = true; | |
intensity = true; | |
range = true; | |
spotAngle = true; | |
spotLeaking = true; | |
blinkType = true; | |
if(color) l.GetType().GetField("m_lightColor", b).SetValue(l, | |
/* MAIN COLOR:*/ (Color)new Color32(255, 255, 255, a)); | |
if(colorVariations) { Color[] variations = new Color[] { // Color Variations (add more or less if needed) | |
(Color)new Color32(255, 255, 255, a), | |
(Color)new Color32(255, 255, 255, a), | |
(Color)new Color32(255, 255, 255, a) | |
}; l.m_variationColors = variations; } | |
if(intensity) l.GetType().GetField("m_lightIntensity", b).SetValue(l, | |
/* INTENSITY:*/ 3.2f); | |
if(range) l.GetType().GetField("m_lightRange", b).SetValue(l, | |
/* RANGE:*/ 27.2f); | |
if(spotAngle) l.GetType().GetField("m_lightSpotAngle", b).SetValue(l, | |
/* SPOT ANGLE:*/ 100f); | |
if(spotLeaking) l.m_spotLeaking = | |
/* SPOT LEAKING:*/ 0.6f; | |
if(blinkType) l.m_blinkType = | |
/* BLINK TYPE:*/ LightEffect.BlinkType.None; | |
//---------------------------------------------- | |
l = EffectCollection.FindEffect( | |
/* LIGHT EFFECT NAME:*/ "Street Lamp" | |
) as LightEffect; | |
// Set to true if you want to change, adjust actual values below. | |
color = true; | |
colorVariations = true; | |
intensity = true; | |
range = true; | |
spotAngle = false; | |
spotLeaking = true; | |
blinkType = false; | |
if(color) l.GetType().GetField("m_lightColor", b).SetValue(l, | |
/* MAIN COLOR:*/ (Color)new Color32(255, 200, 150, a)); | |
if(colorVariations) { Color[] variations = new Color[] { // Color Variations (add more or less if needed) | |
(Color)new Color32(255, 200, 130, a), | |
(Color)new Color32(255, 220, 150, a) | |
}; l.m_variationColors = variations; } | |
if(intensity) l.GetType().GetField("m_lightIntensity", b).SetValue(l, | |
/* INTENSITY:*/ 2.2f); | |
if(range) l.GetType().GetField("m_lightRange", b).SetValue(l, | |
/* RANGE:*/ 37.2f); | |
if(spotAngle) l.GetType().GetField("m_lightSpotAngle", b).SetValue(l, | |
/* SPOT ANGLE:*/ 100f); | |
if(spotLeaking) l.m_spotLeaking = | |
/* SPOT LEAKING:*/ 0.1f; | |
if(blinkType) l.m_blinkType = | |
/* BLINK TYPE:*/ LightEffect.BlinkType.None; | |
//---------------------------------------------- | |
l = EffectCollection.FindEffect( | |
/* LIGHT EFFECT NAME:*/ "Street Light Medium Road" | |
) as LightEffect; | |
// Set to true if you want to change, adjust actual values below. | |
color = true; | |
colorVariations = true; | |
intensity = true; | |
range = true; | |
spotAngle = false; | |
spotLeaking = true; | |
blinkType = false; | |
if(color) l.GetType().GetField("m_lightColor", b).SetValue(l, | |
/* MAIN COLOR:*/ (Color)new Color32(255, 200, 150, a)); | |
if(colorVariations) { Color[] variations = new Color[] { // Color Variations (add more or less if needed) | |
(Color)new Color32(255, 190, 130, a), | |
(Color)new Color32(255, 180, 150, a) | |
}; l.m_variationColors = variations; } | |
if(intensity) l.GetType().GetField("m_lightIntensity", b).SetValue(l, | |
/* INTENSITY:*/ 5.2f); | |
if(range) l.GetType().GetField("m_lightRange", b).SetValue(l, | |
/* RANGE:*/ 60.0f); | |
if(spotAngle) l.GetType().GetField("m_lightSpotAngle", b).SetValue(l, | |
/* SPOT ANGLE:*/ 100f); | |
if(spotLeaking) l.m_spotLeaking = | |
/* SPOT LEAKING:*/ 0.1f; | |
if(blinkType) l.m_blinkType = | |
/* BLINK TYPE:*/ LightEffect.BlinkType.None; | |
//---------------------------------------------- | |
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