* 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 * Apply RoofOverlay per-grid not per-map * Fix light render scales * sangas * Juice it a bit * Better angle * Fixes * Add color support * Rounding bandaid * Wehs * Better * Remember I forgot to do this when writing docs --------- Co-authored-by: DoutorWhite <thedoctorwhite@gmail.com>
36 lines
1.2 KiB
C#
36 lines
1.2 KiB
C#
using System.Linq;
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using System.Numerics;
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using Robust.Shared.GameStates;
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namespace Content.Shared.Light.Components;
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/// <summary>
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/// Applies <see cref="SunShadowComponent"/> direction vectors based on a time-offset. Will track <see cref="LightCycleComponent"/> on on MapInit
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/// </summary>
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
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public sealed partial class SunShadowCycleComponent : Component
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{
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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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// Originally had this as ratios but it was slightly annoying to use.
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/// <summary>
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/// Time to have each direction applied. Will lerp from the current value to the next one.
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/// </summary>
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[DataField, AutoNetworkedField]
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public List<(float Ratio, Vector2 Direction, float Alpha)> Directions = new()
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{
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(0f, new Vector2(0f, 3f), 0f),
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(0.25f, new Vector2(-3f, -0.1f), 0.5f),
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(0.5f, new Vector2(0f, -3f), 0.8f),
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(0.75f, new Vector2(3f, -0.1f), 0.5f),
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};
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}
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