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mod/PLibLighting/PLightShape.cs
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mod/PLibLighting/PLightShape.cs
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/*
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* Copyright 2022 Peter Han
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* Permission is hereby granted, free of charge, to any person obtaining a copy of this software
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* and associated documentation files (the "Software"), to deal in the Software without
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* restriction, including without limitation the rights to use, copy, modify, merge, publish,
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* distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in all copies or
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* substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING
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* BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
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* NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,
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* DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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*/
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using System;
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using UnityEngine;
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using BrightnessDict = System.Collections.Generic.IDictionary<int, float>;
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namespace PeterHan.PLib.Lighting {
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/// <summary>
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/// Represents a light shape which can be used by mods.
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/// </summary>
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internal sealed class PLightShape : ILightShape {
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/// <summary>
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/// The handler for this light shape.
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/// </summary>
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private readonly PLightManager.CastLightDelegate handler;
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public string Identifier { get; }
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public LightShape KleiLightShape {
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get {
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return ShapeID + LightShape.Cone;
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}
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}
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public LightShape RayMode { get; }
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/// <summary>
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/// The light shape ID.
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/// </summary>
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internal int ShapeID { get; }
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internal PLightShape(int id, string identifier, PLightManager.CastLightDelegate handler,
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LightShape rayMode) {
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this.handler = handler ?? throw new ArgumentNullException(nameof(handler));
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Identifier = identifier ?? throw new ArgumentNullException(nameof(identifier));
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RayMode = rayMode;
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ShapeID = id;
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}
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public override bool Equals(object obj) {
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return obj is PLightShape other && other.Identifier == Identifier;
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}
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/// <summary>
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/// Invokes the light handler with the provided light information.
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/// </summary>
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/// <param name="source">The source of the light.</param>
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/// <param name="cell">The origin cell.</param>
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/// <param name="range">The range to fill.</param>
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/// <param name="brightness">The location where lit points will be stored.</param>
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internal void DoFillLight(GameObject source, int cell, int range,
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BrightnessDict brightness) {
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handler.Invoke(new LightingArgs(source, cell, range, brightness));
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}
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public void FillLight(LightingArgs args) {
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handler.Invoke(args);
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}
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public override int GetHashCode() {
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return Identifier.GetHashCode();
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}
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public override string ToString() {
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return "PLightShape[ID=" + Identifier + "]";
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}
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}
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}
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