Добавил более гибкую настройку света, добавил префаб источника света. Готовый ассет темы конматы для лабы
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|
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|
||||||
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|
|
||||||
lightRange: 10
|
|
||||||
lightSpacing: 6
|
|
||||||
lightDrop: 0.75
|
|
||||||
lightShadows: 0
|
|
||||||
@ -15,10 +15,5 @@ MonoBehaviour:
|
|||||||
floorMaterial: {fileID: 2100000, guid: e4d8990be0d4681c2a931521991dd97e, type: 2}
|
floorMaterial: {fileID: 2100000, guid: e4d8990be0d4681c2a931521991dd97e, type: 2}
|
||||||
wallMaterial: {fileID: 2100000, guid: 7ba770fb31b6867d0a32280ad6623549, type: 2}
|
wallMaterial: {fileID: 2100000, guid: 7ba770fb31b6867d0a32280ad6623549, type: 2}
|
||||||
ceilingMaterial: {fileID: 2100000, guid: 1b307e7eea0ab201e8df8302ccb34c7d, type: 2}
|
ceilingMaterial: {fileID: 2100000, guid: 1b307e7eea0ab201e8df8302ccb34c7d, type: 2}
|
||||||
createLights: 0
|
lightConfig: {fileID: 11400000, guid: bbae43ec6af0a0347a9520343db6628f, type: 2}
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lightColor: {r: 0.621796, g: 0.8396226, b: 0.8396226, a: 1}
|
propSet: {fileID: 0}
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lightIntensity: 1.5
|
|
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lightRange: 8
|
|
||||||
lightSpacing: 6
|
|
||||||
lightDrop: 0.3
|
|
||||||
lightShadows: 0
|
|
||||||
@ -15,10 +15,5 @@ MonoBehaviour:
|
|||||||
floorMaterial: {fileID: 2100000, guid: e4d8990be0d4681c2a931521991dd97e, type: 2}
|
floorMaterial: {fileID: 2100000, guid: e4d8990be0d4681c2a931521991dd97e, type: 2}
|
||||||
wallMaterial: {fileID: 2100000, guid: 7ba770fb31b6867d0a32280ad6623549, type: 2}
|
wallMaterial: {fileID: 2100000, guid: 7ba770fb31b6867d0a32280ad6623549, type: 2}
|
||||||
ceilingMaterial: {fileID: 5398659014882694498, guid: 5ffefc05c8840a644a89d935b25c2f3d, type: 3}
|
ceilingMaterial: {fileID: 5398659014882694498, guid: 5ffefc05c8840a644a89d935b25c2f3d, type: 3}
|
||||||
createLights: 0
|
lightConfig: {fileID: 11400000, guid: bbae43ec6af0a0347a9520343db6628f, type: 2}
|
||||||
lightColor: {r: 0.621796, g: 0.8396226, b: 0.8396226, a: 1}
|
propSet: {fileID: 0}
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||||||
lightIntensity: 1.5
|
|
||||||
lightRange: 8
|
|
||||||
lightSpacing: 6
|
|
||||||
lightDrop: 0.3
|
|
||||||
lightShadows: 0
|
|
||||||
@ -20,10 +20,10 @@ RenderSettings:
|
|||||||
m_FogDensity: 0.01
|
m_FogDensity: 0.01
|
||||||
m_LinearFogStart: 0
|
m_LinearFogStart: 0
|
||||||
m_LinearFogEnd: 300
|
m_LinearFogEnd: 300
|
||||||
m_AmbientSkyColor: {r: 1, g: 1, b: 1, a: 1}
|
m_AmbientSkyColor: {r: 0.03125, g: 0.03125, b: 0.03125, a: 1}
|
||||||
m_AmbientEquatorColor: {r: 0.114, g: 0.125, b: 0.133, a: 1}
|
m_AmbientEquatorColor: {r: 0.114, g: 0.125, b: 0.133, a: 1}
|
||||||
m_AmbientGroundColor: {r: 0.047, g: 0.043, b: 0.035, a: 1}
|
m_AmbientGroundColor: {r: 0.047, g: 0.043, b: 0.035, a: 1}
|
||||||
m_AmbientIntensity: 1
|
m_AmbientIntensity: 0
|
||||||
m_AmbientMode: 3
|
m_AmbientMode: 3
|
||||||
m_SubtractiveShadowColor: {r: 0, g: 0, b: 0, a: 1}
|
m_SubtractiveShadowColor: {r: 0, g: 0, b: 0, a: 1}
|
||||||
m_SkyboxMaterial: {fileID: 2100000, guid: 82b660520bdecce4daf45d270ec93fe4, type: 2}
|
m_SkyboxMaterial: {fileID: 2100000, guid: 82b660520bdecce4daf45d270ec93fe4, type: 2}
|
||||||
@ -2612,7 +2612,7 @@ GameObject:
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m_Icon: {fileID: 0}
|
m_Icon: {fileID: 0}
|
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m_NavMeshLayer: 0
|
m_NavMeshLayer: 0
|
||||||
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|
m_StaticEditorFlags: 0
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m_IsActive: 1
|
m_IsActive: 0
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--- !u!108 &146683185
|
--- !u!108 &146683185
|
||||||
Light:
|
Light:
|
||||||
m_ObjectHideFlags: 0
|
m_ObjectHideFlags: 0
|
||||||
@ -40930,6 +40930,63 @@ PrefabInstance:
|
|||||||
m_AddedGameObjects: []
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m_AddedGameObjects: []
|
||||||
m_AddedComponents: []
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m_AddedComponents: []
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m_SourcePrefab: {fileID: 100100000, guid: 81044204068d943dd8e46160655d2108, type: 3}
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m_SourcePrefab: {fileID: 100100000, guid: 81044204068d943dd8e46160655d2108, type: 3}
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--- !u!1001 &2126357085
|
||||||
|
PrefabInstance:
|
||||||
|
m_ObjectHideFlags: 0
|
||||||
|
serializedVersion: 2
|
||||||
|
m_Modification:
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||||||
|
serializedVersion: 3
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|
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|
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|
m_Modifications:
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|
- target: {fileID: 5970180290532969838, guid: c285e50ea57903349a2b10379a60a5a7, type: 3}
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- target: {fileID: 6454089254664525780, guid: c285e50ea57903349a2b10379a60a5a7, type: 3}
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propertyPath: m_LocalPosition.x
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value: -3.30838
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objectReference: {fileID: 0}
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- target: {fileID: 6454089254664525780, guid: c285e50ea57903349a2b10379a60a5a7, type: 3}
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propertyPath: m_LocalPosition.y
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objectReference: {fileID: 0}
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- target: {fileID: 6454089254664525780, guid: c285e50ea57903349a2b10379a60a5a7, type: 3}
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value: 4.44249
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objectReference: {fileID: 0}
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- target: {fileID: 6454089254664525780, guid: c285e50ea57903349a2b10379a60a5a7, type: 3}
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value: 0.7071067
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objectReference: {fileID: 0}
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- target: {fileID: 6454089254664525780, guid: c285e50ea57903349a2b10379a60a5a7, type: 3}
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objectReference: {fileID: 0}
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- target: {fileID: 6454089254664525780, guid: c285e50ea57903349a2b10379a60a5a7, type: 3}
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objectReference: {fileID: 0}
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- target: {fileID: 6454089254664525780, guid: c285e50ea57903349a2b10379a60a5a7, type: 3}
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propertyPath: m_LocalEulerAnglesHint.x
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value: 0
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objectReference: {fileID: 0}
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- target: {fileID: 6454089254664525780, guid: c285e50ea57903349a2b10379a60a5a7, type: 3}
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propertyPath: m_LocalEulerAnglesHint.y
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value: 0
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objectReference: {fileID: 0}
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- target: {fileID: 6454089254664525780, guid: c285e50ea57903349a2b10379a60a5a7, type: 3}
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propertyPath: m_LocalEulerAnglesHint.z
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value: 0
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objectReference: {fileID: 0}
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m_RemovedComponents: []
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m_RemovedGameObjects: []
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m_AddedGameObjects: []
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m_AddedComponents: []
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m_SourcePrefab: {fileID: 100100000, guid: c285e50ea57903349a2b10379a60a5a7, type: 3}
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--- !u!1001 &2132672204
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--- !u!1001 &2132672204
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PrefabInstance:
|
PrefabInstance:
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m_ObjectHideFlags: 0
|
m_ObjectHideFlags: 0
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@ -44780,3 +44837,4 @@ SceneRoots:
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- {fileID: 217181662}
|
- {fileID: 217181662}
|
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- {fileID: 740097205}
|
- {fileID: 740097205}
|
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- {fileID: 552049569}
|
- {fileID: 552049569}
|
||||||
|
- {fileID: 2126357085}
|
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|||||||
@ -18,19 +18,19 @@ MonoBehaviour:
|
|||||||
m_Value: 1
|
m_Value: 1
|
||||||
threshold:
|
threshold:
|
||||||
m_OverrideState: 1
|
m_OverrideState: 1
|
||||||
m_Value: 0.9
|
m_Value: 1.48
|
||||||
intensity:
|
intensity:
|
||||||
m_OverrideState: 1
|
m_OverrideState: 0
|
||||||
m_Value: 0.7
|
m_Value: 10.58
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scatter:
|
scatter:
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||||||
m_OverrideState: 1
|
m_OverrideState: 0
|
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m_Value: 0.7
|
m_Value: 0.727
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clamp:
|
clamp:
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||||||
m_OverrideState: 0
|
m_OverrideState: 0
|
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m_Value: 65472
|
m_Value: 65472
|
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tint:
|
tint:
|
||||||
m_OverrideState: 0
|
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}
|
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highQualityFiltering:
|
highQualityFiltering:
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m_OverrideState: 0
|
m_OverrideState: 0
|
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m_Value: 0
|
m_Value: 0
|
||||||
|
|||||||
@ -1,4 +1,5 @@
|
|||||||
using UnityEngine;
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
namespace _Project.Scripts.LevelGenerating
|
namespace _Project.Scripts.LevelGenerating
|
||||||
{
|
{
|
||||||
@ -13,7 +14,7 @@ namespace _Project.Scripts.LevelGenerating
|
|||||||
void Generate(RoomView view, FloorData floor, RoomTheme theme);
|
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.
|
// Позже сюда добавится расстановка предметов по правилам темы.
|
||||||
public class ThemedRoomGenerator : IRoomGenerator
|
public class ThemedRoomGenerator : IRoomGenerator
|
||||||
{
|
{
|
||||||
@ -31,43 +32,72 @@ namespace _Project.Scripts.LevelGenerating
|
|||||||
ApplyMaterial(view.WallRenderers, theme.wallMaterial);
|
ApplyMaterial(view.WallRenderers, theme.wallMaterial);
|
||||||
ApplyMaterial(view.CeilingRenderers, theme.ceilingMaterial);
|
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
|
if (mat == null) return; // остаётся материал префаба
|
||||||
foreach (var r in renderers) r.sharedMaterial = mat;
|
foreach (var r in renderers) r.sharedMaterial = mat;
|
||||||
}
|
}
|
||||||
|
|
||||||
// Сетка ламп: чем больше комната, тем больше ламп (шаг задаёт lightSpacing)
|
// Сетка светильников: спавнит префаб из RoomLightConfig и применяет параметры
|
||||||
private static void CreateLights(RoomView view, RoomTheme theme)
|
private static void CreateLights(RoomView view, RoomLightConfig config)
|
||||||
{
|
{
|
||||||
Vector3 size = view.SizeMeters;
|
Vector3 size = view.SizeMeters;
|
||||||
Vector3 origin = view.OriginMeters;
|
Vector3 origin = view.OriginMeters;
|
||||||
|
|
||||||
int nx = Mathf.Max(1, Mathf.CeilToInt(size.x / theme.lightSpacing));
|
float spacing = Mathf.Max(0.5f, config.spacing);
|
||||||
int nz = Mathf.Max(1, Mathf.CeilToInt(size.z / theme.lightSpacing));
|
int nx = Mathf.Max(1, Mathf.CeilToInt(size.x / spacing));
|
||||||
float y = view.Height - theme.lightDrop;
|
int nz = Mathf.Max(1, Mathf.CeilToInt(size.z / spacing));
|
||||||
|
float y = view.Height - config.ceilingDrop;
|
||||||
|
|
||||||
var lightsRoot = new GameObject("Lights").transform;
|
var lightsRoot = new GameObject("Lights").transform;
|
||||||
lightsRoot.SetParent(view.transform, false);
|
lightsRoot.SetParent(view.transform, false);
|
||||||
|
|
||||||
|
Quaternion rot = Quaternion.Euler(config.rotationOffset);
|
||||||
|
|
||||||
for (int ix = 0; ix < nx; ix++)
|
for (int ix = 0; ix < nx; ix++)
|
||||||
{
|
{
|
||||||
for (int iz = 0; iz < nz; iz++)
|
for (int iz = 0; iz < nz; iz++)
|
||||||
{
|
{
|
||||||
var go = new GameObject($"Light_{ix}_{iz}");
|
Vector3 pos = origin + new Vector3(
|
||||||
go.transform.SetParent(lightsRoot, false);
|
(ix + 0.5f) / nx * size.x,
|
||||||
go.transform.position = origin + new Vector3(
|
y,
|
||||||
(ix + 0.5f) / nx * size.x, y, (iz + 0.5f) / nz * size.z);
|
(iz + 0.5f) / nz * size.z);
|
||||||
|
|
||||||
var light = go.AddComponent<Light>();
|
GameObject lightGo;
|
||||||
light.type = LightType.Point;
|
|
||||||
light.color = theme.lightColor;
|
if (config.lightPrefab != null)
|
||||||
light.intensity = theme.lightIntensity;
|
{
|
||||||
light.range = theme.lightRange;
|
lightGo = Object.Instantiate(config.lightPrefab, pos, rot, lightsRoot);
|
||||||
light.shadows = theme.lightShadows;
|
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;
|
||||||
|
}
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
36
Assets/_Project/Scripts/LevelGenerating/RoomLightConfig.cs
Normal file
36
Assets/_Project/Scripts/LevelGenerating/RoomLightConfig.cs
Normal file
@ -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;
|
||||||
|
}
|
||||||
|
}
|
||||||
@ -0,0 +1,3 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 3e8085633f4c4a979daf0e7cbef587ee
|
||||||
|
timeCreated: 1792441603
|
||||||
@ -3,7 +3,7 @@
|
|||||||
namespace _Project.Scripts.LevelGenerating
|
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.
|
// Создаётся в проекте: ПКМ -> Create -> Level -> Room Theme.
|
||||||
// Новая тема - это новые данные, код не меняется.
|
// Новая тема - это новые данные, код не меняется.
|
||||||
// =====================================================================
|
// =====================================================================
|
||||||
@ -16,14 +16,10 @@ namespace _Project.Scripts.LevelGenerating
|
|||||||
public Material ceilingMaterial;
|
public Material ceilingMaterial;
|
||||||
|
|
||||||
[Header("Освещение")]
|
[Header("Освещение")]
|
||||||
public bool createLights = true;
|
[Tooltip("Конфиг света с префабом и настройками. Если пусто — света в комнате не будет.")]
|
||||||
public Color lightColor = Color.white;
|
public RoomLightConfig lightConfig;
|
||||||
public float lightIntensity = 1.5f;
|
|
||||||
public float lightRange = 8f;
|
[Header("Предметы (опционально)")]
|
||||||
[Tooltip("Расстояние между лампами в метрах: большая комната получает сетку ламп")]
|
public RoomPropSet propSet;
|
||||||
public float lightSpacing = 6f;
|
|
||||||
[Tooltip("На сколько метров ниже потолка висит лампа")]
|
|
||||||
public float lightDrop = 0.3f;
|
|
||||||
public LightShadows lightShadows = LightShadows.None;
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
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Reference in New Issue
Block a user