using System;
using UnityEngine;
namespace OccaSoftware.SuperSimpleSkybox.Runtime
{
///
/// This component automatically rotates the sun and sets the light intensity from the angle.
///
[ExecuteAlways]
[RequireComponent(typeof(Light))]
// We hide this component in the inspector Add Component Menu
// It doesn't do anything on its own and is intended only as a base class
// It is extended by Sun.cs, Moon.cs as base functions for automatic light handling.
[AddComponentMenu("OccaSoftware/Super Simple Skybox/")]
public class DirectionalLight : MonoBehaviour
{
[SerializeField]
[Min(0)]
private float rotationsPerHour = 1f;
///
/// The rate of rotation of the directional light. Set as number of rotations per hour.
///
public float RotationsPerHour
{
get => rotationsPerHour;
set => rotationsPerHour = value;
}
[SerializeField]
private bool automaticLightIntensity = true;
///
/// When enabled, the light intensity will be set automatically based on the maximum intensity and alignment with the zenith.
///
public bool AutomaticLightIntensity
{
get => automaticLightIntensity;
set => automaticLightIntensity = value;
}
[SerializeField]
[Min(0)]
private float maximumLightIntensity = 2f;
///
/// The light intensity when at the zenith.
///
public float MaximumLightIntensity
{
get => maximumLightIntensity;
set => maximumLightIntensity = value;
}
private Light _light = null;
public event Action OnRise = null;
public event Action OnSet = null;
///
/// Returns the current state of the light (up or down).
///
public LightState State
{
get => state;
}
private LightState state;
private float lightAngle;
private float GetLightAngle()
{
return Vector3.Dot(Vector3.down, transform.forward);
}
protected virtual void OnEnable()
{
_light = GetComponent();
lightAngle = GetLightAngle();
SetInitialLightState();
}
protected virtual void Update()
{
Rotate();
lightAngle = GetLightAngle();
SetLightState();
SetLightIntensity();
}
private void SetInitialLightState()
{
state = LightState.Up;
if (lightAngle < 0f)
state = LightState.Down;
}
///
/// Updates the light state if needed.
/// Triggers the appropriate callback.
///
private void SetLightState()
{
if (lightAngle > 0f && state == LightState.Down)
{
state = LightState.Up;
OnRise?.Invoke();
}
if (lightAngle < 0f && state == LightState.Up)
{
state = LightState.Down;
OnSet?.Invoke();
}
}
///
/// Rotates the transform based on the rotation speed.
///
private void Rotate()
{
if (!Application.isPlaying)
return;
if (rotationsPerHour == 0f)
return;
transform.Rotate(
transform.right * rotationsPerHour * Time.deltaTime * 0.1f,
Space.World
);
}
///
/// Sets the light intensity based on the alignment between the light direction and the sky peak.
///
private void SetLightIntensity()
{
if (!automaticLightIntensity)
return;
if (state == LightState.Down)
{
_light.intensity = 0;
return;
}
float t = Mathf.Clamp01(lightAngle);
t = 1f - Mathf.Pow(1f - t, 2f);
_light.intensity = t * maximumLightIntensity;
_light.shadowStrength = t;
}
///
/// The state of the light object.
///
public enum LightState
{
Down,
Up
}
}
}