Добавил более гибкую настройку света, добавил префаб источника света. Готовый ассет темы конматы для лабы

This commit is contained in:
vladislove 2026-10-20 00:34:18 +03:00
parent 7559740a28
commit 7de81f0147
52 changed files with 2464 additions and 568 deletions

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@ -18,19 +18,19 @@ MonoBehaviour:
m_Value: 1
threshold:
m_OverrideState: 1
m_Value: 0.9
m_Value: 1.48
intensity:
m_OverrideState: 1
m_Value: 0.7
m_OverrideState: 0
m_Value: 10.58
scatter:
m_OverrideState: 1
m_Value: 0.7
m_OverrideState: 0
m_Value: 0.727
clamp:
m_OverrideState: 0
m_Value: 65472
tint:
m_OverrideState: 0
m_Value: {r: 1, g: 1, b: 1, a: 1}
m_Value: {r: 1, g: 0.7311321, b: 0.7311321, a: 1}
highQualityFiltering:
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@ -1,4 +1,5 @@
using UnityEngine;
using System.Collections.Generic;
using UnityEngine;
namespace _Project.Scripts.LevelGenerating
{
@ -13,7 +14,7 @@ namespace _Project.Scripts.LevelGenerating
void Generate(RoomView view, FloorData floor, RoomTheme theme);
}
// Универсальный генератор: материалы из темы и сетка ламп под потолком.
// Универсальный генератор: материалы из темы и сетка светильников под потолком.
// Позже сюда добавится расстановка предметов по правилам темы.
public class ThemedRoomGenerator : IRoomGenerator
{
@ -31,43 +32,72 @@ namespace _Project.Scripts.LevelGenerating
ApplyMaterial(view.WallRenderers, theme.wallMaterial);
ApplyMaterial(view.CeilingRenderers, theme.ceilingMaterial);
if (theme.createLights) CreateLights(view, theme);
if (theme.lightConfig != null)
{
CreateLights(view, theme.lightConfig);
}
}
private static void ApplyMaterial(System.Collections.Generic.List<Renderer> renderers, Material mat)
private static void ApplyMaterial(List<Renderer> renderers, Material mat)
{
if (mat == null) return; // остаётся материал префаба
foreach (var r in renderers) r.sharedMaterial = mat;
}
// Сетка ламп: чем больше комната, тем больше ламп (шаг задаёт lightSpacing)
private static void CreateLights(RoomView view, RoomTheme theme)
// Сетка светильников: спавнит префаб из RoomLightConfig и применяет параметры
private static void CreateLights(RoomView view, RoomLightConfig config)
{
Vector3 size = view.SizeMeters;
Vector3 origin = view.OriginMeters;
int nx = Mathf.Max(1, Mathf.CeilToInt(size.x / theme.lightSpacing));
int nz = Mathf.Max(1, Mathf.CeilToInt(size.z / theme.lightSpacing));
float y = view.Height - theme.lightDrop;
float spacing = Mathf.Max(0.5f, config.spacing);
int nx = Mathf.Max(1, Mathf.CeilToInt(size.x / spacing));
int nz = Mathf.Max(1, Mathf.CeilToInt(size.z / spacing));
float y = view.Height - config.ceilingDrop;
var lightsRoot = new GameObject("Lights").transform;
lightsRoot.SetParent(view.transform, false);
Quaternion rot = Quaternion.Euler(config.rotationOffset);
for (int ix = 0; ix < nx; ix++)
{
for (int iz = 0; iz < nz; iz++)
{
var go = new GameObject($"Light_{ix}_{iz}");
go.transform.SetParent(lightsRoot, false);
go.transform.position = origin + new Vector3(
(ix + 0.5f) / nx * size.x, y, (iz + 0.5f) / nz * size.z);
Vector3 pos = origin + new Vector3(
(ix + 0.5f) / nx * size.x,
y,
(iz + 0.5f) / nz * size.z);
var light = go.AddComponent<Light>();
light.type = LightType.Point;
light.color = theme.lightColor;
light.intensity = theme.lightIntensity;
light.range = theme.lightRange;
light.shadows = theme.lightShadows;
GameObject lightGo;
if (config.lightPrefab != null)
{
lightGo = Object.Instantiate(config.lightPrefab, pos, rot, lightsRoot);
lightGo.name = $"{config.lightPrefab.name}_{ix}_{iz}";
}
else
{
// Запасной вариант, если префаб забыли назначить в SO
lightGo = new GameObject($"FallbackLight_{ix}_{iz}");
lightGo.transform.SetParent(lightsRoot, false);
lightGo.transform.SetPositionAndRotation(pos, rot);
var fallbackLight = lightGo.AddComponent<Light>();
fallbackLight.type = LightType.Point;
}
// Если включена перезапись параметров (или сработал запасной вариант без префаба)
if (config.overrideLightParameters || config.lightPrefab == null)
{
var lights = lightGo.GetComponentsInChildren<Light>(true);
foreach (var l in lights)
{
l.color = config.color;
l.intensity = config.intensity;
l.range = config.range;
l.shadows = config.shadows;
}
}
}
}
}

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@ -0,0 +1,36 @@
using UnityEngine;
namespace _Project.Scripts.LevelGenerating
{
// =====================================================================
// Настройки освещения для темы комнаты.
// Создаётся в проекте: ПКМ -> Create -> Level -> Room Light Config.
// Позволяет спавнить готовый префаб (люстра, лампа) и гибко крутить его параметры.
// =====================================================================
[CreateAssetMenu(menuName = "Level/Room Light Config", fileName = "RoomLightConfig")]
public class RoomLightConfig : ScriptableObject
{
[Header("Префаб")]
[Tooltip("Префаб светильника (с мешем и Light). Если не задан — создастся обычный объект с Light.")]
public GameObject lightPrefab;
[Header("Размещение")]
[Tooltip("Расстояние между лампами в метрах: большая комната получает сетку ламп")]
[Min(0.5f)] public float spacing = 6f;
[Tooltip("На сколько метров ниже потолка висит точка спавна префаба (0 — вплотную к потолку)")]
public float ceilingDrop = 0f;
[Tooltip("Дополнительный поворот префаба (если моделька криво экспортирована)")]
public Vector3 rotationOffset = Vector3.zero;
[Header("Параметры источника света")]
[Tooltip("Если включено, параметры ниже перезапишут настройки компонента Light внутри префаба")]
public bool overrideLightParameters = true;
public Color color = Color.white;
[Min(0f)] public float intensity = 1.5f;
[Min(0.1f)] public float range = 8f;
public LightShadows shadows = LightShadows.None;
}
}

View File

@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 3e8085633f4c4a979daf0e7cbef587ee
timeCreated: 1792441603

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@ -3,7 +3,7 @@
namespace _Project.Scripts.LevelGenerating
{
// =====================================================================
// Набор оформления комнаты: материалы и освещение.
// Набор оформления комнаты: материалы, конфиг освещения и пропсы.
// Создаётся в проекте: ПКМ -> Create -> Level -> Room Theme.
// Новая тема - это новые данные, код не меняется.
// =====================================================================
@ -16,14 +16,10 @@ namespace _Project.Scripts.LevelGenerating
public Material ceilingMaterial;
[Header("Освещение")]
public bool createLights = true;
public Color lightColor = Color.white;
public float lightIntensity = 1.5f;
public float lightRange = 8f;
[Tooltip("Расстояние между лампами в метрах: большая комната получает сетку ламп")]
public float lightSpacing = 6f;
[Tooltip("На сколько метров ниже потолка висит лампа")]
public float lightDrop = 0.3f;
public LightShadows lightShadows = LightShadows.None;
[Tooltip("Конфиг света с префабом и настройками. Если пусто — света в комнате не будет.")]
public RoomLightConfig lightConfig;
[Header("Предметы (опционально)")]
public RoomPropSet propSet;
}
}