A S&box component that implements an advanced light controller with presets, runtime controls, grouping and editor properties. It manages point/spot light components, supports effects like flicker, pulse, strobe, kelvin temperature conversion, sensors, audio, power groups, and synced runtime overrides for multiplayer.
using Sandbox;
using System;
using System.Collections.Generic;
using System.Linq;
namespace Dreams.UltimateLightManager;
[Library( "UltimateLightManager" )]
[Title( "Ultimate Light Manager" )]
[Description( "Advanced light component with presets, runtime controls, grouping, and an integrated S&box editor workflow." )]
[Category( "Light" )]
[Icon( "tungsten" )]
public class UltimateLightManager : Component, Component.ExecuteInEditor
{
public enum LightTypeEnum
{
Point,
Spot
}
public enum LightPreset
{
Custom,
Candle,
Torch,
Neon,
Alarm,
BrokenLamp,
SciFi,
StreetLight
}
public static void SetGroupState( string groupName, bool isEnabled )
{
foreach ( var light in GetLightsInGroup( groupName ) )
{
light.SetEnabledState( isEnabled );
}
}
public static void SetGroupBrightness( string groupName, float brightness )
{
brightness = Math.Max( brightness, 0f );
foreach ( var light in GetLightsInGroup( groupName ) )
{
light.SetBrightnessLevel( brightness );
}
}
public static void SetGroupColor( string groupName, Color color )
{
foreach ( var light in GetLightsInGroup( groupName ) )
{
light.SetLightColorValue( color );
}
}
public static void ApplyPresetToGroup( string groupName, LightPreset preset )
{
foreach ( var light in GetLightsInGroup( groupName ) )
{
light.ApplyPreset( preset );
}
}
public static void TriggerGroupFlash( string groupName, float duration = 0.15f, float brightnessMultiplier = 2f )
{
foreach ( var light in GetLightsInGroup( groupName ) )
{
light.TriggerFlash( duration, brightnessMultiplier );
}
}
public static void TriggerGroupAlarm( string groupName, float duration = 2f )
{
foreach ( var light in GetLightsInGroup( groupName ) )
{
light.TriggerAlarm( duration );
}
}
public static void SetPowerGridState( string powerGridTag, bool isPowered )
{
foreach ( var light in GetLightsInPowerGrid( powerGridTag ) )
{
light.SetPowered( isPowered );
}
}
private static IEnumerable<UltimateLightManager> GetLightsInGroup( string groupName )
{
return EnumerateAllLights().Where( light => string.Equals( light.LightGroup, groupName, StringComparison.OrdinalIgnoreCase ) );
}
private static IEnumerable<UltimateLightManager> GetLightsInPowerGrid( string powerGridTag )
{
return EnumerateAllLights().Where( light => string.Equals( light.PowerGridTag, powerGridTag, StringComparison.OrdinalIgnoreCase ) );
}
private static IEnumerable<UltimateLightManager> EnumerateAllLights()
{
var visitedScenes = new HashSet<Scene>();
var visitedLights = new HashSet<UltimateLightManager>();
foreach ( var scene in EnumerateCandidateScenes() )
{
if ( scene == null || !visitedScenes.Add( scene ) )
{
continue;
}
foreach ( var light in scene.GetAllComponents<UltimateLightManager>() )
{
if ( light != null && visitedLights.Add( light ) )
{
yield return light;
}
}
}
}
private static IEnumerable<Scene> EnumerateCandidateScenes()
{
if ( Game.ActiveScene != null )
{
yield return Game.ActiveScene;
}
foreach ( var scene in Scene.All )
{
if ( scene != null )
{
yield return scene;
}
}
}
[Property, Order( -1 ), Group( "Management" )]
public string LightGroup { get; set; } = "Default";
[Property, Group( "Management" )]
public string PowerGridTag { get; set; } = string.Empty;
[Property, Group( "Management" )]
public float StartDelay { get; set; } = 0.0f;
[Property, Group( "Management" )]
public bool AutoDesync { get; set; } = true;
[Property, Group( "Management" )]
public bool ShowDebugGizmos { get; set; } = false;
[Property, Group( "Management" )]
public bool ForceNetworkObjectMode { get; set; } = true;
[Property, Group( "General" ), Sync( SyncFlags.FromHost )]
public LightTypeEnum TargetLightType { get; set; } = LightTypeEnum.Point;
[Property, Group( "General" ), Sync( SyncFlags.FromHost )]
public bool IsEnabled { get; set; } = true;
[Property, Group( "General" ), Sync( SyncFlags.FromHost )]
public Color LightColor { get; set; } = Color.White;
[Property, Group( "General" ), Range( 0, 100 ), Sync( SyncFlags.FromHost | SyncFlags.Interpolate )]
public float Brightness { get; set; } = 1.0f;
[Property, Group( "General" ), Range( 0, 10 )]
public float VolumetricBoost { get; set; } = 1.0f;
[Property, Group( "General" )]
public bool CastShadows { get; set; } = true;
[Property, Group( "Presets" ), Sync( SyncFlags.FromHost )]
public LightPreset SelectedPreset { get; set; } = LightPreset.Custom;
[Property, Group( "Presets" ), Sync( SyncFlags.FromHost )]
public bool AutoApplyPreset { get; set; } = true;
[Property, Group( "Transitions" )]
public bool EnableFade { get; set; } = false;
[Property, Group( "Transitions" )]
public float FadeInDuration { get; set; } = 0.2f;
[Property, Group( "Transitions" )]
public float FadeOutDuration { get; set; } = 0.2f;
[Property, Group( "Audio" )]
public SoundEvent AmbientSound { get; set; }
[Property, Group( "Audio" )]
public SoundEvent ToggleOnSound { get; set; }
[Property, Group( "Audio" )]
public SoundEvent ToggleOffSound { get; set; }
[Property, Group( "Audio" )]
public bool ModulateVolumeWithLight { get; set; } = true;
[Property, Group( "Audio" )]
public bool ModulatePitchWithLight { get; set; } = false;
[Property, Group( "Audio" ), Range( 0, 5 )]
public float BaseVolume { get; set; } = 1.0f;
[Property, Group( "Audio" ), Range( 0.5f, 2f )]
public float MinPitch { get; set; } = 0.9f;
[Property, Group( "Audio" ), Range( 0.5f, 2f )]
public float MaxPitch { get; set; } = 1.1f;
[Property, Group( "Optimization" )]
public float MaxDistance { get; set; } = 2500.0f;
[Property, Group( "Optimization" )]
public float ShadowMaxDistance { get; set; } = 800.0f;
[Property, Group( "Optimization" )]
public bool EnableCulling { get; set; } = true;
[Property, Group( "Optimization" )]
public bool EnableAdaptiveUpdates { get; set; } = false;
[Property, Group( "Optimization" ), Range( 1, 120 )]
public float NearUpdateRate { get; set; } = 60.0f;
[Property, Group( "Optimization" ), Range( 1, 120 )]
public float FarUpdateRate { get; set; } = 12.0f;
[Property, Group( "Gameplay" )]
public float DefaultAlarmDuration { get; set; } = 2.0f;
[Property, Group( "Gameplay" ), Sync( SyncFlags.FromHost )]
public Color AlarmColor { get; set; } = new Color( 1.0f, 0.15f, 0.1f );
[Property, Group( "Gameplay" )]
public float AlarmStrobeSpeed { get; set; } = 8.0f;
[Property, Group( "Gameplay" )]
public float AlarmBrightnessMultiplier { get; set; } = 1.5f;
[Property, FeatureEnabled( "Fire & Candle" )]
public bool EnableFire { get; set; } = false;
[Property, Feature( "Fire & Candle" )]
public float FireSpeed { get; set; } = 12.0f;
[Property, Feature( "Fire & Candle" ), Range( 0, 1 )]
public float FireIntensity { get; set; } = 0.3f;
[Property, Feature( "Fire & Candle" ), Range( 0, 2 )]
public float FireChaos { get; set; } = 1.0f;
[Property, FeatureEnabled( "Horror Mode" )]
public bool EnableHorror { get; set; } = false;
[Property, Feature( "Horror Mode" )]
public float MinFlickerDelay { get; set; } = 0.05f;
[Property, Feature( "Horror Mode" )]
public float MaxFlickerDelay { get; set; } = 0.4f;
[Property, Feature( "Horror Mode" ), Range( 0, 1 )]
public float DamageSeverity { get; set; } = 0.8f;
[Property, Feature( "Horror Mode" )]
public SoundEvent SparkSound { get; set; }
[Property, FeatureEnabled( "Disco Mode" )]
public bool EnableDisco { get; set; } = false;
[Property, Feature( "Disco Mode" )]
public float DiscoSpeed { get; set; } = 20.0f;
[Property, Feature( "Disco Mode" ), Range( 0, 1 )]
public float DiscoSaturation { get; set; } = 1.0f;
[Property, Feature( "Disco Mode" ), Range( 0, 1 )]
public float DiscoValue { get; set; } = 1.0f;
[Property, FeatureEnabled( "Color Transition" )]
public bool EnableColorTransition { get; set; } = false;
[Property, Feature( "Color Transition" ), Sync( SyncFlags.FromHost )]
public Color SecondaryColor { get; set; } = new Color( 0.2f, 0.85f, 1.0f );
[Property, Feature( "Color Transition" )]
public float ColorTransitionSpeed { get; set; } = 1.0f;
[Property, FeatureEnabled( "Proximity Sensor" )]
public bool EnableSensor { get; set; } = false;
[Property, Feature( "Proximity Sensor" )]
public float SensorRange { get; set; } = 300.0f;
[Property, Feature( "Proximity Sensor" ), Range( 0, 1 )]
public float SensorMinBrightness { get; set; } = 0.0f;
[Property, Feature( "Proximity Sensor" ), Range( 0, 1 )]
public float SensorMaxBrightness { get; set; } = 1.0f;
[Property, Feature( "Proximity Sensor" ), Range( 1, 20 )]
public float SensorSmoothness { get; set; } = 5.0f;
[Property, Feature( "Proximity Sensor" )]
public bool InvertSensor { get; set; } = false;
[Property, FeatureEnabled( "Motion Sway" )]
public bool EnableSway { get; set; } = false;
[Property, Feature( "Motion Sway" )]
public float SwaySpeedPitch { get; set; } = 1.0f;
[Property, Feature( "Motion Sway" )]
public float SwayAmountPitch { get; set; } = 5.0f;
[Property, Feature( "Motion Sway" )]
public float SwaySpeedRoll { get; set; } = 0.7f;
[Property, Feature( "Motion Sway" )]
public float SwayAmountRoll { get; set; } = 3.0f;
[Property, FeatureEnabled( "Flicker Pattern" )]
public bool EnablePattern { get; set; } = false;
[Property, Feature( "Flicker Pattern" )]
public string Pattern { get; set; } = "mmnmmommommnonmmonqnmmo";
[Property, Feature( "Flicker Pattern" )]
public float PatternSpeed { get; set; } = 10.0f;
[Property, FeatureEnabled( "Pulse" )]
public bool EnablePulse { get; set; } = false;
[Property, Feature( "Pulse" )]
public float PulseSpeed { get; set; } = 1.0f;
[Property, Feature( "Pulse" ), Range( 0, 1 )]
public float PulseMin { get; set; } = 0.2f;
[Property, FeatureEnabled( "Strobe" )]
public bool EnableStrobe { get; set; } = false;
[Property, Feature( "Strobe" )]
public float StrobeSpeed { get; set; } = 10.0f;
[Property, Feature( "Strobe" ), Range( 0.1f, 0.9f )]
public float StrobeDutyCycle { get; set; } = 0.5f;
[Property, FeatureEnabled( "Kelvin" )]
public bool EnableKelvin { get; set; } = false;
[Property, Feature( "Kelvin" ), Range( 1000, 12000 )]
public int KelvinTemperature { get; set; } = 4500;
[Property, FeatureEnabled( "Power Surge" )]
public bool EnablePowerSurge { get; set; } = false;
[Property, Feature( "Power Surge" )]
public float SurgeMinInterval { get; set; } = 4.0f;
[Property, Feature( "Power Surge" )]
public float SurgeMaxInterval { get; set; } = 10.0f;
[Property, Feature( "Power Surge" )]
public float SurgeDuration { get; set; } = 0.15f;
[Property, Feature( "Power Surge" )]
public float SurgeBrightnessMultiplier { get; set; } = 1.8f;
public bool Powered => PoweredState;
public float ExternalBrightnessMultiplier => ExternalBrightnessMultiplierState;
public bool HasColorOverride => HasExternalColorOverrideState;
public bool AlarmActive => AlarmEndTimeState > RealTime.Now;
private PointLight _pointLight;
private SpotLight _spotLight;
private Light ActiveLight => TargetLightType == LightTypeEnum.Point ? (Light)_pointLight : _spotLight;
private int _lastKelvin = -1;
private Color _cachedKelvinColor = Color.White;
private Rotation _baseRotation;
private bool _isInitialized;
private bool _hasAppliedPreset;
private LightPreset _lastAppliedPreset = LightPreset.Custom;
private LightPreset _lastObservedPreset = LightPreset.Custom;
private bool _lastObservedAutoApplyPreset = true;
private LightTypeEnum _lastSyncedLightType = LightTypeEnum.Point;
private float _brokenMultiplier = 1.0f;
private float _nextFlicker;
private float _sensorWeightTarget = 1.0f;
private float _sensorWeightCurrent = 1.0f;
private float _randomTimeOffset;
private float _creationTime;
private float _lastUpdateTimestamp;
private float _enabledBlend = 1.0f;
private float _nextAdaptiveUpdateTime;
private float _nextViewerCameraRefreshTime;
private float _nextSurgeTime;
private float _surgeEndTime;
private bool _hasOutputState;
private bool _lastOutputEnabled;
private CameraComponent _cachedViewerCamera;
private SoundHandle _ambientSoundHandle;
[Sync( SyncFlags.FromHost )]
private bool PoweredState { get; set; } = true;
[Sync( SyncFlags.FromHost | SyncFlags.Interpolate )]
private float ExternalBrightnessMultiplierState { get; set; } = 1.0f;
[Sync( SyncFlags.FromHost )]
private bool HasExternalColorOverrideState { get; set; }
[Sync( SyncFlags.FromHost )]
private Color ExternalColorOverrideState { get; set; } = Color.White;
[Sync( SyncFlags.FromHost )]
private float FlashEndTimeState { get; set; }
[Sync( SyncFlags.FromHost )]
private float FlashBrightnessMultiplierState { get; set; } = 1.0f;
[Sync( SyncFlags.FromHost )]
private float AlarmEndTimeState { get; set; }
protected override void OnAwake()
{
EnsureNetworkMode();
}
protected override void OnStart()
{
EnsureNetworkMode();
_baseRotation = LocalRotation;
_creationTime = RealTime.Now;
_lastUpdateTimestamp = _creationTime;
_enabledBlend = IsEnabled ? 1.0f : 0.0f;
if ( AutoDesync )
{
_randomTimeOffset = Game.Random.Float( 0f, 100f );
}
SyncComponentsIfNeeded( force: true );
if ( AutoApplyPreset )
{
ApplyPresetInternal( SelectedPreset );
}
ScheduleNextSurge( _creationTime );
_lastObservedPreset = SelectedPreset;
_lastObservedAutoApplyPreset = AutoApplyPreset;
_isInitialized = true;
}
protected override void OnUpdate()
{
if ( !_isInitialized )
{
return;
}
SyncComponentsIfNeeded();
SyncPresetSelectionIfNeeded();
var light = ActiveLight;
if ( light == null )
{
return;
}
bool isPlaying = Game.IsPlaying;
float absoluteTime = RealTime.Now;
float effectTime = (isPlaying ? Time.Now : absoluteTime) + _randomTimeOffset;
float deltaTime = GetFrameDelta( absoluteTime );
if ( isPlaying && StartDelay > 0f && (absoluteTime - _creationTime) < StartDelay )
{
DisableOutput( light );
return;
}
var viewerCam = GetViewerCamera( absoluteTime );
float distSq = viewerCam != null ? WorldPosition.DistanceSquared( viewerCam.WorldPosition ) : 0f;
if ( ShouldSkipAdaptiveUpdate( isPlaying, viewerCam, distSq, absoluteTime ) )
{
UpdateAmbientSoundPosition();
return;
}
UpdateSensorWeight( viewerCam, distSq, deltaTime );
UpdateEnabledBlend( deltaTime );
UpdateSway( effectTime );
if ( isPlaying && EnableCulling && viewerCam != null && distSq > MaxDistance * MaxDistance )
{
DisableOutput( light );
return;
}
float fx = 1.0f;
fx *= EvaluatePulseAndStrobe( effectTime );
fx *= EvaluatePattern( effectTime );
fx *= EvaluateFire( effectTime );
fx *= EvaluateHorror( effectTime, isPlaying );
fx *= EvaluatePowerSurge( absoluteTime );
fx *= EvaluateAlarm( effectTime, absoluteTime );
if ( absoluteTime < FlashEndTimeState )
{
fx *= FlashBrightnessMultiplierState;
}
float finalBrightness = Brightness * fx * _sensorWeightCurrent * _enabledBlend * ExternalBrightnessMultiplierState;
finalBrightness = Math.Max( finalBrightness, 0f );
bool shouldBeEnabled = finalBrightness > 0.001f;
light.Enabled = shouldBeEnabled;
Color resolvedColor = ResolveLightColor( effectTime, absoluteTime );
light.LightColor = resolvedColor * finalBrightness;
light.Shadows = CastShadows && ( !isPlaying || distSq < ShadowMaxDistance * ShadowMaxDistance );
light.FogStrength = VolumetricBoost;
UpdateOutputState( shouldBeEnabled, true );
ManageAudio( shouldBeEnabled, finalBrightness / Math.Max( Brightness, 0.01f ) );
}
public void TurnOn()
{
SetEnabledState( true );
}
[Button]
public void ApplySelectedPreset()
{
ApplyPreset( SelectedPreset );
}
public void TurnOff()
{
SetEnabledState( false );
}
public void Toggle()
{
if ( ShouldIgnoreNetworkMutation() )
{
return;
}
IsEnabled = !IsEnabled;
}
public void SetPowered( bool powered )
{
if ( ShouldIgnoreNetworkMutation() )
{
return;
}
PoweredState = powered;
}
public void SetExternalBrightness( float multiplier )
{
if ( ShouldIgnoreNetworkMutation() )
{
return;
}
ExternalBrightnessMultiplierState = Math.Max( multiplier, 0f );
}
public void ResetExternalBrightness()
{
if ( ShouldIgnoreNetworkMutation() )
{
return;
}
ExternalBrightnessMultiplierState = 1.0f;
}
public void SetColorOverride( Color color )
{
if ( ShouldIgnoreNetworkMutation() )
{
return;
}
HasExternalColorOverrideState = true;
ExternalColorOverrideState = color;
}
public void ClearColorOverride()
{
if ( ShouldIgnoreNetworkMutation() )
{
return;
}
HasExternalColorOverrideState = false;
ExternalColorOverrideState = Color.White;
}
public void TriggerFlash( float duration = 0.15f, float brightnessMultiplier = 2f )
{
if ( ShouldIgnoreNetworkMutation() )
{
return;
}
FlashEndTimeState = RealTime.Now + Math.Max( duration, 0.01f );
FlashBrightnessMultiplierState = Math.Max( brightnessMultiplier, 1.0f );
}
public void TriggerAlarm( float duration = -1f )
{
if ( ShouldIgnoreNetworkMutation() )
{
return;
}
if ( duration <= 0f )
{
duration = DefaultAlarmDuration;
}
AlarmEndTimeState = Math.Max( AlarmEndTimeState, RealTime.Now + duration );
}
public void ClearAlarm()
{
if ( ShouldIgnoreNetworkMutation() )
{
return;
}
AlarmEndTimeState = 0f;
}
[Button]
public void PreviewFlash()
{
TriggerFlash();
}
[Button]
public void PreviewAlarm()
{
TriggerAlarm();
}
[Button]
public void ResetRuntimeOverrides()
{
if ( ShouldIgnoreNetworkMutation() )
{
return;
}
ClearAlarm();
ClearColorOverride();
ResetExternalBrightness();
SetPowered( true );
}
public void ApplyPreset( LightPreset preset )
{
if ( ShouldIgnoreNetworkMutation() )
{
return;
}
ApplyPresetInternal( preset );
}
public void SetEnabledState( bool isEnabled )
{
if ( ShouldIgnoreNetworkMutation() )
{
return;
}
IsEnabled = isEnabled;
}
public void SetBrightnessLevel( float brightness )
{
if ( ShouldIgnoreNetworkMutation() )
{
return;
}
Brightness = Math.Max( brightness, 0f );
}
public void SetLightColorValue( Color color )
{
if ( ShouldIgnoreNetworkMutation() )
{
return;
}
LightColor = color;
}
private void ApplyPresetInternal( LightPreset preset )
{
SelectedPreset = preset;
ResetPresetControlledFeatures();
switch ( preset )
{
case LightPreset.Candle:
Brightness = 0.75f;
LightColor = new Color( 1.0f, 0.76f, 0.5f );
SecondaryColor = new Color( 1.0f, 0.66f, 0.35f );
EnableKelvin = true;
KelvinTemperature = 1800;
EnableFire = true;
FireSpeed = 10.0f;
FireIntensity = 0.18f;
FireChaos = 0.6f;
VolumetricBoost = 0.6f;
break;
case LightPreset.Torch:
Brightness = 1.35f;
LightColor = new Color( 1.0f, 0.72f, 0.38f );
SecondaryColor = new Color( 1.0f, 0.45f, 0.2f );
EnableKelvin = true;
KelvinTemperature = 2200;
EnableFire = true;
FireSpeed = 13.0f;
FireIntensity = 0.28f;
FireChaos = 1.0f;
VolumetricBoost = 1.4f;
break;
case LightPreset.Neon:
Brightness = 1.15f;
LightColor = new Color( 0.2f, 0.95f, 1.0f );
SecondaryColor = new Color( 1.0f, 0.2f, 0.85f );
EnableColorTransition = true;
ColorTransitionSpeed = 0.65f;
EnablePulse = true;
PulseSpeed = 1.2f;
PulseMin = 0.75f;
CastShadows = false;
VolumetricBoost = 0.25f;
break;
case LightPreset.Alarm:
Brightness = 2.0f;
LightColor = new Color( 1.0f, 0.18f, 0.12f );
AlarmColor = LightColor;
EnableStrobe = true;
StrobeSpeed = 7.0f;
StrobeDutyCycle = 0.45f;
CastShadows = false;
VolumetricBoost = 1.1f;
break;
case LightPreset.BrokenLamp:
Brightness = 1.0f;
LightColor = new Color( 1.0f, 0.93f, 0.82f );
EnableHorror = true;
MinFlickerDelay = 0.04f;
MaxFlickerDelay = 0.25f;
DamageSeverity = 0.85f;
EnableKelvin = true;
KelvinTemperature = 3400;
break;
case LightPreset.SciFi:
Brightness = 1.6f;
LightColor = new Color( 0.35f, 0.78f, 1.0f );
SecondaryColor = new Color( 0.1f, 1.0f, 0.8f );
EnableColorTransition = true;
ColorTransitionSpeed = 1.15f;
EnablePulse = true;
PulseSpeed = 0.85f;
PulseMin = 0.55f;
VolumetricBoost = 2.0f;
break;
case LightPreset.StreetLight:
Brightness = 1.4f;
LightColor = new Color( 1.0f, 0.84f, 0.68f );
EnableKelvin = true;
KelvinTemperature = 3500;
MaxDistance = 4500.0f;
ShadowMaxDistance = 1200.0f;
VolumetricBoost = 0.55f;
break;
case LightPreset.Custom:
default:
break;
}
_lastAppliedPreset = preset;
_hasAppliedPreset = true;
}
private void ResetPresetControlledFeatures()
{
EnableFire = false;
EnableHorror = false;
EnableDisco = false;
EnableColorTransition = false;
EnablePulse = false;
EnableStrobe = false;
EnableKelvin = false;
}
private void SyncPresetSelectionIfNeeded()
{
bool autoApplyChanged = AutoApplyPreset != _lastObservedAutoApplyPreset;
bool presetChanged = SelectedPreset != _lastObservedPreset;
_lastObservedAutoApplyPreset = AutoApplyPreset;
_lastObservedPreset = SelectedPreset;
if ( !AutoApplyPreset )
{
return;
}
if ( autoApplyChanged || presetChanged || !_hasAppliedPreset || SelectedPreset != _lastAppliedPreset )
{
ApplyPresetInternal( SelectedPreset );
}
}
private void SyncComponentsIfNeeded( bool force = false )
{
bool missingActiveLight = TargetLightType == LightTypeEnum.Point ? _pointLight == null : _spotLight == null;
if ( !force && !missingActiveLight && TargetLightType == _lastSyncedLightType )
{
return;
}
Component createdComponent = null;
if ( TargetLightType == LightTypeEnum.Point )
{
if ( _pointLight == null )
{
_pointLight = Components.GetOrCreate<PointLight>();
createdComponent = _pointLight;
}
if ( _spotLight != null && _spotLight.Enabled )
{
_spotLight.Enabled = false;
}
}
else
{
if ( _spotLight == null )
{
_spotLight = Components.GetOrCreate<SpotLight>();
createdComponent = _spotLight;
}
if ( _pointLight != null && _pointLight.Enabled )
{
_pointLight.Enabled = false;
}
}
_lastSyncedLightType = TargetLightType;
if ( createdComponent != null && Game.IsPlaying && GameObject.NetworkMode == NetworkMode.Object )
{
GameObject.Network.Refresh( createdComponent );
}
}
private CameraComponent GetViewerCamera( float absoluteTime )
{
var sceneCamera = Scene.Camera;
if ( sceneCamera != null )
{
_cachedViewerCamera = sceneCamera;
_nextViewerCameraRefreshTime = absoluteTime + 0.25f;
return sceneCamera;
}
if ( _cachedViewerCamera != null && absoluteTime < _nextViewerCameraRefreshTime )
{
return _cachedViewerCamera;
}
_nextViewerCameraRefreshTime = absoluteTime + 0.25f;
_cachedViewerCamera = Scene.GetAllComponents<CameraComponent>().FirstOrDefault( camera => camera != null && camera.Enabled );
return _cachedViewerCamera;
}
private void EnsureNetworkMode()
{
if ( !ForceNetworkObjectMode || !Game.IsPlaying || GameObject.NetworkMode == NetworkMode.Object )
{
return;
}
GameObject.NetworkMode = NetworkMode.Object;
}
private bool ShouldIgnoreNetworkMutation()
{
return Game.IsPlaying && IsProxy;
}
private float GetFrameDelta( float absoluteTime )
{
float delta = Math.Clamp( absoluteTime - _lastUpdateTimestamp, 0.0001f, 0.25f );
_lastUpdateTimestamp = absoluteTime;
return delta;
}
private bool ShouldSkipAdaptiveUpdate( bool isPlaying, CameraComponent viewerCam, float distSq, float absoluteTime )
{
if ( !EnableAdaptiveUpdates || !isPlaying || viewerCam == null )
{
return false;
}
if ( absoluteTime < _nextAdaptiveUpdateTime )
{
return true;
}
float maxDistanceSq = Math.Max( MaxDistance * MaxDistance, 1f );
float distRatio = Math.Clamp( distSq / maxDistanceSq, 0f, 1f );
float nearInterval = 1f / Math.Max( NearUpdateRate, 1f );
float farInterval = 1f / Math.Max( FarUpdateRate, 1f );
_nextAdaptiveUpdateTime = absoluteTime + MathX.Lerp( nearInterval, farInterval, distRatio );
return false;
}
private void UpdateSensorWeight( CameraComponent viewerCam, float distSq, float deltaTime )
{
if ( EnableSensor && viewerCam != null && SensorRange > 0.01f )
{
float distRatio = Math.Clamp( 1.0f - (MathF.Sqrt( distSq ) / SensorRange), 0f, 1f );
float rawWeight = InvertSensor ? 1.0f - distRatio : distRatio;
_sensorWeightTarget = MathX.Lerp( SensorMinBrightness, SensorMaxBrightness, rawWeight );
}
else
{
_sensorWeightTarget = 1.0f;
}
_sensorWeightCurrent = MathX.Lerp( _sensorWeightCurrent, _sensorWeightTarget, Math.Clamp( deltaTime * SensorSmoothness, 0f, 1f ) );
}
private void UpdateEnabledBlend( float deltaTime )
{
float target = IsEnabled && PoweredState ? 1.0f : 0.0f;
if ( !EnableFade )
{
_enabledBlend = target;
return;
}
float duration = target > _enabledBlend ? Math.Max( FadeInDuration, 0.0001f ) : Math.Max( FadeOutDuration, 0.0001f );
float lerp = Math.Clamp( deltaTime / duration, 0f, 1f );
_enabledBlend = MathX.Lerp( _enabledBlend, target, lerp );
if ( Math.Abs( _enabledBlend - target ) < 0.001f )
{
_enabledBlend = target;
}
}
private void UpdateSway( float effectTime )
{
if ( EnableSway )
{
float pitch = MathF.Sin( effectTime * SwaySpeedPitch ) * SwayAmountPitch;
float roll = MathF.Cos( effectTime * SwaySpeedRoll ) * SwayAmountRoll;
LocalRotation = _baseRotation * Rotation.From( pitch, 0f, roll );
return;
}
LocalRotation = _baseRotation;
}
private float EvaluatePulseAndStrobe( float effectTime )
{
if ( EnableStrobe )
{
float cycle = (effectTime * StrobeSpeed) % 1.0f;
return cycle < StrobeDutyCycle ? 1.0f : 0.0f;
}
if ( EnablePulse )
{
float sine = (MathF.Sin( effectTime * PulseSpeed * 2.0f ) + 1.0f) * 0.5f;
return MathX.Lerp( PulseMin, 1.0f, sine );
}
return 1.0f;
}
private float EvaluatePattern( float effectTime )
{
if ( !EnablePattern || string.IsNullOrWhiteSpace( Pattern ) )
{
return 1.0f;
}
int index = (int)(effectTime * PatternSpeed) % Pattern.Length;
float value = Math.Max( 0, (char.ToLower( Pattern[index] ) - 'a') / 12.0f );
return value;
}
private float EvaluateFire( float effectTime )
{
if ( !EnableFire )
{
return 1.0f;
}
float noise = MathF.Sin( effectTime * FireSpeed ) + MathF.Sin( effectTime * FireSpeed * 0.5f );
if ( FireChaos > 0f )
{
noise += MathF.Sin( effectTime * FireSpeed * 1.5f ) * FireChaos;
}
return 1.0f - (noise * 0.15f * FireIntensity);
}
private float EvaluateHorror( float effectTime, bool isPlaying )
{
if ( !EnableHorror )
{
return 1.0f;
}
if ( effectTime > _nextFlicker )
{
bool isDamaged = Game.Random.Float( 0f, 1f ) < DamageSeverity;
_brokenMultiplier = isDamaged ? Game.Random.Float( 0.0f, 0.4f ) : 1.0f;
_nextFlicker = effectTime + Game.Random.Float( MinFlickerDelay, MaxFlickerDelay );
if ( isPlaying && isDamaged && SparkSound != null && _brokenMultiplier < 0.2f )
{
Sound.Play( SparkSound, WorldPosition );
}
}
return _brokenMultiplier;
}
private float EvaluatePowerSurge( float absoluteTime )
{
if ( !EnablePowerSurge )
{
return 1.0f;
}
if ( _nextSurgeTime <= 0f )
{
ScheduleNextSurge( absoluteTime );
}
if ( absoluteTime >= _nextSurgeTime )
{
_surgeEndTime = absoluteTime + Math.Max( SurgeDuration, 0.01f );
ScheduleNextSurge( _surgeEndTime );
}
return absoluteTime < _surgeEndTime ? Math.Max( SurgeBrightnessMultiplier, 1.0f ) : 1.0f;
}
private float EvaluateAlarm( float effectTime, float absoluteTime )
{
if ( absoluteTime >= AlarmEndTimeState )
{
return 1.0f;
}
float cycle = (effectTime * AlarmStrobeSpeed) % 1.0f;
float gate = cycle < 0.5f ? 1.0f : 0.15f;
return gate * Math.Max( AlarmBrightnessMultiplier, 0f );
}
private void ScheduleNextSurge( float absoluteTime )
{
float minInterval = Math.Min( SurgeMinInterval, SurgeMaxInterval );
float maxInterval = Math.Max( SurgeMinInterval, SurgeMaxInterval );
_nextSurgeTime = absoluteTime + Game.Random.Float( Math.Max( minInterval, 0.01f ), Math.Max( maxInterval, 0.01f ) );
}
private Color ResolveLightColor( float effectTime, float absoluteTime )
{
Color color = LightColor;
if ( EnableKelvin )
{
if ( KelvinTemperature != _lastKelvin )
{
_cachedKelvinColor = KelvinToColor( KelvinTemperature );
_lastKelvin = KelvinTemperature;
}
color = _cachedKelvinColor;
}
if ( EnableColorTransition )
{
float lerp = (MathF.Sin( effectTime * ColorTransitionSpeed ) + 1.0f) * 0.5f;
color = Color.Lerp( color, SecondaryColor, lerp, true );
}
if ( EnableDisco )
{
color = new ColorHsv( (effectTime * DiscoSpeed) % 360f, DiscoSaturation, DiscoValue ).ToColor();
}
if ( absoluteTime < AlarmEndTimeState )
{
color = Color.Lerp( color, AlarmColor, 0.85f, true );
}
if ( HasExternalColorOverrideState )
{
color = ExternalColorOverrideState;
}
return color;
}
private void UpdateOutputState( bool shouldBeEnabled, bool playOneShot )
{
if ( !_hasOutputState )
{
_hasOutputState = true;
_lastOutputEnabled = shouldBeEnabled;
return;
}
if ( _lastOutputEnabled == shouldBeEnabled )
{
return;
}
if ( playOneShot && Game.IsPlaying )
{
if ( shouldBeEnabled && ToggleOnSound != null )
{
Sound.Play( ToggleOnSound, WorldPosition );
}
else if ( !shouldBeEnabled && ToggleOffSound != null )
{
Sound.Play( ToggleOffSound, WorldPosition );
}
}
_lastOutputEnabled = shouldBeEnabled;
}
private void DisableOutput( Light light )
{
light.Enabled = false;
UpdateOutputState( false, false );
ManageAudio( false, 0f );
}
private void UpdateAmbientSoundPosition()
{
if ( _ambientSoundHandle != null && !_ambientSoundHandle.IsStopped )
{
_ambientSoundHandle.Position = WorldPosition;
}
}
private void ManageAudio( bool isLightEnabled, float intensityRatio )
{
if ( !Game.IsPlaying || AmbientSound == null )
{
return;
}
if ( isLightEnabled )
{
if ( _ambientSoundHandle == null || _ambientSoundHandle.IsStopped )
{
_ambientSoundHandle = Sound.Play( AmbientSound, WorldPosition );
}
if ( _ambientSoundHandle != null )
{
_ambientSoundHandle.Position = WorldPosition;
_ambientSoundHandle.Volume = BaseVolume * (ModulateVolumeWithLight ? intensityRatio : 1.0f);
_ambientSoundHandle.Pitch = ModulatePitchWithLight ? MathX.Lerp( MinPitch, MaxPitch, intensityRatio ) : 1.0f;
}
}
else if ( _ambientSoundHandle != null )
{
_ambientSoundHandle.Stop();
_ambientSoundHandle = null;
}
}
private Color KelvinToColor( int kelvin )
{
float temperature = kelvin / 100.0f;
float red;
float green;
float blue;
if ( temperature <= 66f )
{
red = 255f;
green = Math.Clamp( 99.47f * MathF.Log( temperature ) - 161.11f, 0f, 255f );
}
else
{
red = Math.Clamp( 329.698f * MathF.Pow( temperature - 60f, -0.133f ), 0f, 255f );
green = Math.Clamp( 288.12f * MathF.Pow( temperature - 60f, -0.075f ), 0f, 255f );
}
if ( temperature >= 66f )
{
blue = 255f;
}
else if ( temperature <= 19f )
{
blue = 0f;
}
else
{
blue = Math.Clamp( 138.51f * MathF.Log( temperature - 10f ) - 305.04f, 0f, 255f );
}
return new Color( red / 255f, green / 255f, blue / 255f );
}
protected override void DrawGizmos()
{
if ( !ShowDebugGizmos )
{
return;
}
Gizmo.Draw.Text( $"Group: {LightGroup}", new Transform( Vector3.Up * 20f ), size: 12 );
if ( !string.IsNullOrWhiteSpace( PowerGridTag ) )
{
Gizmo.Draw.Text( $"Grid: {PowerGridTag}", new Transform( Vector3.Up * 34f ), size: 12 );
}
if ( EnableSensor )
{
Gizmo.Draw.Color = Color.Cyan.WithAlpha( 0.2f );
Gizmo.Draw.SolidSphere( Vector3.Zero, SensorRange );
Gizmo.Draw.Color = Color.Cyan;
Gizmo.Draw.LineSphere( Vector3.Zero, SensorRange );
}
if ( EnableCulling )
{
Gizmo.Draw.Color = Color.Red.WithAlpha( 0.05f );
Gizmo.Draw.LineSphere( Vector3.Zero, MaxDistance );
Gizmo.Draw.Text( $"Cull: {MaxDistance}", new Transform( Vector3.Up * (MaxDistance * 0.9f) ), size: 14 );
}
}
protected override void OnDestroy()
{
if ( _ambientSoundHandle != null )
{
_ambientSoundHandle.Stop();
}
}
}