public void onNextFrame(float tick)
{
bool bEnable = sim.getCurSunElevation() <= m_fElevationLimit;
if (bEnable != m_bEnabled)
{
if (bEnable)
{
// switching on
m_fCurBrightness = c_fStartBrightness;
m_fNewBrightness = 1.0f;
m_bEnabled = true;
}
else
{
// switching off
m_fNewBrightness = 0.0f;
m_bEnabled = false;
}
}
if (m_fCurBrightness < m_fNewBrightness)
{
// switching on
m_fCurBrightness += tick / c_fSwitchOnTime;
if (m_fCurBrightness > m_fNewBrightness)
{
m_fCurBrightness = m_fNewBrightness;
}
}
else if (m_fCurBrightness > m_fNewBrightness)
{
// switching off
m_fCurBrightness -= tick / c_fSwitchOffTime;
if (m_fCurBrightness < m_fNewBrightness)
{
m_fCurBrightness = m_fNewBrightness;
}
}
bEnable = m_fCurBrightness > 0;
m_aLight.setEnabled(bEnable);
if (bEnable)
{
m_aLight.setColor(m_fCurBrightness * m_aOrgColor.x, m_fCurBrightness * m_aOrgColor.y, m_fCurBrightness * m_aOrgColor.z);
}
// This controls the fading between normal object color and completely white, using a special material (fade_to_white)
m_aEntCol.w = m_fCurBrightness;
m_aSCO.setEntityColor(m_aEntCol);
}
public void onNextFrame(float tick)
{
m_aLight.setEnabled(true);
}
public void onNextFrame(float tick)
{
bool bEnable = sim.getCurSunElevation() <= m_fElevationLimit;
if (bEnable != m_bEnabled)
{
if (bEnable)
{
// switching on
m_fCurBrightness = c_fStartBrightness;
m_fNewBrightness = 1.0f;
m_bEnabled = true;
}
else
{
// switching off
m_fNewBrightness = 0.0f;
m_bEnabled = false;
}
}
if (m_fCurBrightness < m_fNewBrightness)
{
// switching on
m_fCurBrightness += tick / c_fSwitchOnTime;
if (m_fCurBrightness > m_fNewBrightness)
{
m_fCurBrightness = m_fNewBrightness;
}
}
else if (m_fCurBrightness > m_fNewBrightness)
{
// switching off
m_fCurBrightness -= tick / c_fSwitchOffTime;
if (m_fCurBrightness < m_fNewBrightness)
{
m_fCurBrightness = m_fNewBrightness;
}
}
bEnable = m_fCurBrightness > 0;
m_aLight.setEnabled(bEnable);
if (bEnable)
{
m_aLight.setColor(m_fCurBrightness * m_aOrgColor.x, m_fCurBrightness * m_aOrgColor.y, m_fCurBrightness * m_aOrgColor.z);
}
// This controls the fading between normal object color and completely white, using a special material (fade_to_white)
m_aEntCol.w = m_fCurBrightness;
m_aSCO.setEntityColor(m_aEntCol);
}
public void onNextFrame(float tick)
{
m_aLight.setEnabled(true);
}
public void onNextFrame(float tick)
{
bool bEnable = sim.getCurSunElevation() <= m_fElevationLimit;
if (bEnable != m_bEnabled)
{
if (bEnable)
{
// switching on
m_fCurBrightness = c_fStartBrightness;
m_fNewBrightness = 1.0f;
m_bEnabled = true;
}
else
{
// switching off
m_fNewBrightness = 0.0f;
m_bEnabled = false;
}
}
if (m_fCurBrightness < m_fNewBrightness)
{
// switching on
m_fCurBrightness += tick / c_fSwitchOnTime;
if (m_fCurBrightness > m_fNewBrightness)
{
m_fCurBrightness = m_fNewBrightness;
}
}
else if (m_fCurBrightness > m_fNewBrightness)
{
// switching off
m_fCurBrightness -= tick / c_fSwitchOffTime;
if (m_fCurBrightness < m_fNewBrightness)
{
m_fCurBrightness = m_fNewBrightness;
}
}
bEnable = m_fCurBrightness > 0;
m_aLight.setEnabled(bEnable);
if (bEnable)
{
m_aLight.setColor(m_fCurBrightness * m_aOrgColor.x, m_fCurBrightness * m_aOrgColor.y, m_fCurBrightness * m_aOrgColor.z);
}
// This controls the fading between normal object color and completely white, using a special material (fade_to_white)
m_aEntCol.w = m_fCurBrightness;
m_aSCO.setEntityColor(m_aEntCol);
}
public void onNextFrame(float tick)
{
m_aLight.setEnabled(true);
}