Created
January 10, 2017 20:08
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Flickering Light Script
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using UnityEngine; | |
using System.Collections; | |
public enum enColorchannels | |
{ | |
all =0, | |
red =1, | |
blue =2, | |
green =3 | |
} | |
public enum enWaveFunctions | |
{ | |
sinus =0, | |
triangle =1, | |
square =2, | |
sawtooth =3, | |
inverted_saw =4, | |
noise =5 | |
} | |
public class LightColorAnimation : MonoBehaviour { | |
public enColorchannels colorChannel = enColorchannels.all; | |
public enWaveFunctions waveFunction= enWaveFunctions.sinus; | |
public float offset =0.0f; // constant offset | |
public float amplitude = 1.0f; // amplitude of the wave | |
public float phase = 0.0f; // start point inside on wave cycle | |
public float frequency = 0.5f; // cycle frequency per second | |
public bool affectsIntensity = true; | |
// Keep a copy of the original values | |
private Color originalColor; | |
private float originalIntensity; | |
// Use this for initialization | |
void Start () { | |
originalColor = GetComponent<Light>().color; | |
originalIntensity = GetComponent<Light>().intensity; | |
} | |
// Update is called once per frame | |
void Update () { | |
Light light = GetComponent<Light>(); | |
if (affectsIntensity) | |
light.intensity = originalIntensity * EvalWave(); | |
Color o = originalColor; | |
Color c = GetComponent<Light>().color; | |
if (colorChannel == enColorchannels.all) | |
light.color = originalColor * EvalWave(); | |
else | |
if (colorChannel == enColorchannels.red) | |
light.color = new Color(o.r* EvalWave(),c.g,c.b ,c.a); | |
else | |
if (colorChannel == enColorchannels.green) | |
light.color = new Color(c.r,o.g* EvalWave(),c.b ,c.a); | |
else // blue | |
light.color = new Color(c.r,c.g, o.b * EvalWave(),c.a); | |
} | |
private float EvalWave() | |
{ | |
float x = (Time.time + phase)*frequency; | |
float y; | |
x = x - Mathf.Floor(x); // normalized value (0..1) | |
if (waveFunction==enWaveFunctions.sinus) | |
{ | |
y = Mathf.Sin(x*2f*Mathf.PI); | |
} | |
else if (waveFunction==enWaveFunctions.triangle) { | |
if (x < 0.5f) | |
y = 4.0f * x - 1.0f; | |
else | |
y = -4.0f * x + 3.0f; | |
} | |
else if (waveFunction==enWaveFunctions.square) { | |
if (x < 0.5f) | |
y = 1.0f; | |
else | |
y = -1.0f; | |
} | |
else if (waveFunction==enWaveFunctions.sawtooth) { | |
y = x; | |
} | |
else if (waveFunction==enWaveFunctions.inverted_saw) { | |
y = 1.0f - x; | |
} | |
else if (waveFunction==enWaveFunctions.noise) { | |
y = 1f - (Random.value*2f); | |
} | |
else { | |
y = 1.0f; | |
} | |
return (y*amplitude)+offset; | |
} | |
} |
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