* Implements a Dynamic Lighting System on maps. * Edit: the night should be a little bit brighter and blue now. * Major edit: everything must be done on the client side now, with certain datafield replicated. Changes were outlined in the salvage to accommodate the new lighting system. * Edit: The offset is now serverside, this makes the time accurate in all situations. * Removing ununsed import * Minor tweaks * Tweak in time precision * Minor tweak + Unused import removed * Edit: apparently RealTime is better for what I'm looking for * Fix: Now the time is calculated correctly. * Minor tweaks * Adds condition for when the light should be updated * Add planet lighting * she * close-ish * c * bittersweat * Fixes * Revert "Merge branch '22719' into 2024-09-29-planet-lighting" This reverts commit 9f2785bb16aee47d794aa3eed8ae15004f97fc35, reversing changes made to 19649c07a5fb625423e08fc18d91c9cb101daa86. * Europa and day-night * weh * rooves working * Clean * Remove Europa * Fixes * fix * Update * Fix caves * Update for engine * Add sun shadows (planet lighting v2) For now mostly targeting walls and having the shadows change over time. Got the basic proof-of-concept working just needs a hell of a lot of polish. * Documentation * a * Fixes * Move blur to an overlay * Slughands * Fixes * Remove v2 work * Finalise --------- Co-authored-by: DoutorWhite <thedoctorwhite@gmail.com>
57 lines
1.5 KiB
C#
57 lines
1.5 KiB
C#
using Robust.Shared.GameStates;
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using Robust.Shared.Map.Components;
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namespace Content.Shared.Light.Components;
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/// <summary>
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/// Cycles through colors AKA "Day / Night cycle" on <see cref="MapLightComponent"/>
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/// </summary>
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
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public sealed partial class LightCycleComponent : Component
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{
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[DataField, AutoNetworkedField]
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public Color OriginalColor = Color.Transparent;
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/// <summary>
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/// How long an entire cycle lasts
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/// </summary>
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[DataField, AutoNetworkedField]
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public TimeSpan Duration = TimeSpan.FromMinutes(30);
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[DataField, AutoNetworkedField]
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public TimeSpan Offset;
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[DataField, AutoNetworkedField]
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public bool Enabled = true;
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/// <summary>
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/// Should the offset be randomised upon MapInit.
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/// </summary>
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[DataField, AutoNetworkedField]
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public bool InitialOffset = true;
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/// <summary>
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/// Trench of the oscillation.
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/// </summary>
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[DataField, AutoNetworkedField]
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public float MinLightLevel = 0f;
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/// <summary>
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/// Peak of the oscillation
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/// </summary>
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[DataField, AutoNetworkedField]
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public float MaxLightLevel = 3f;
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[DataField, AutoNetworkedField]
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public float ClipLight = 1.25f;
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[DataField, AutoNetworkedField]
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public Color ClipLevel = new Color(1f, 1f, 1.25f);
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[DataField, AutoNetworkedField]
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public Color MinLevel = new Color(0.1f, 0.15f, 0.50f);
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[DataField, AutoNetworkedField]
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public Color MaxLevel = new Color(2f, 2f, 5f);
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}
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