oni-priority-ux/mod/PLibLighting/PLightShape.cs

86 lines
2.9 KiB
C#

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