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// Custom Light Effects Scripts
// Adds custom light effects to props.
// Multiple effects can be added, including vanilla ones.
// The mod is not required to run the scripts or save the asset.
// It's only required for loading them.
//
// Custom Light Effects - Main Script
// Adds custom light effects to props in asset editor, visible in realtime, saves data in the prop mesh name.
// DO NOT save with these effects visible!
// YOU MUST run the presave script as well (below) before saving the prop asset!
var slot = 0; // light effect slot, start with 0, continue adding more if needed
// if you have multiple slots used, you can overwrite any of them
var type = "spot"; // spot or point
var intensity = 1.0f; // brightness 1-8
var range = 10.0f; // distance and glow size
var bloom = 0.5f; // strength of additional spotlight glow effect
var angle = 60.0f; // angle of spotlight beam
var color = new Color(1.0f, 1.0f, 1.0f, 1.0f); // main color of the lightRGBA
var variations = false; // set to true to use color variations
Color variation1 = new Color(1.0f, 1.0f, 1.0f, 1.0f); // random color variations
Color variation2 = new Color(1.0f, 1.0f, 1.0f, 1.0f); // final color appears somewhere between
Color variation3 = new Color(1.0f, 1.0f, 1.0f, 1.0f); // main color and one of the variations
var position = new Vector3(0.0f, 10.0f, 0.0f); // position of the light effect
var direction = new Vector3(0.0f, 1.0f, 0.0f); // direction of the light effect
var off = 15.0f; // amount of hours the light is turned off during the day (15 max) (0 means always on)
var random = 0.3f; // adds randomness to time lights turn on/off, if 0 then all lights turn on/off at the same time
var blink = "none"; // none, blink, fade, pulse
var rotation = new Vector3(0.0f, 0.0f, 0.0f); // enable rotation on X Y Z, confusing once direction is changed
var rpm = 0; // rotations per minute
// Light Effect Processing
var asset = ToolsModifierControl.toolController.m_editPrefabInfo as PropInfo; asset.m_hasEffects = true;
var existingLightEffect = EffectCollection.FindEffect("Flood Light Orange") as LightEffect;
LightEffect lightEffect = LightEffect.Instantiate(existingLightEffect);
lightEffect.transform.parent = existingLightEffect.transform;
Light light = lightEffect.gameObject.GetComponent<Light>();
light.color = color; light.intensity = intensity; light.range = range; light.spotAngle = angle;
if(type=="spot") light.type = LightType.Spot;
else light.type = LightType.Point;
if(blink=="blink") lightEffect.m_blinkType = LightEffect.BlinkType.Blink_050_050;
else if(blink=="fade") lightEffect.m_blinkType = LightEffect.BlinkType.MediumFade_500_500;
else if(blink=="pulse") lightEffect.m_blinkType = LightEffect.BlinkType.StrongBlaze_0125_0125;
else lightEffect.m_blinkType = LightEffect.BlinkType.None;
lightEffect.m_rotationAxis = rotation; lightEffect.m_rotationSpeed = rpm; lightEffect.m_spotLeaking = bloom;
lightEffect.m_offRange.x = 6*Convert.ToSingle(Math.Pow(Convert.ToDouble((6-off/2.5)/6), Convert.ToDouble(1/1.09)));
lightEffect.m_offRange.y = Mathf.Clamp(6*Convert.ToSingle(Math.Pow(Convert.ToDouble((6-off/2.5)/6), Convert.ToDouble(1/1.09)))-random, 0, 6);
if(variations==true) {
lightEffect.m_variationColors[0] = variation1;
lightEffect.m_variationColors[1] = variation2;
lightEffect.m_variationColors[2] = variation3; }
else {
lightEffect.m_variationColors[0] = color; variation1 = color;
lightEffect.m_variationColors[1] = color; variation2 = color;
lightEffect.m_variationColors[2] = color; variation3 = color; }
lightEffect.m_batchedLight = false; var inf = false;
typeof(EffectInfo).GetField("m_refCount", BindingFlags.Instance | BindingFlags.NonPublic).SetValue(lightEffect, 0);
lightEffect.InitializeEffect();
if(asset.m_effects.Length<slot+1) Array.Resize(ref asset.m_effects, slot+1);
asset.m_effects[slot] = new PropInfo.Effect {m_effect = lightEffect, m_position = position, m_direction = direction };
// Data Storage
var data = "LightEffect " + inf.ToString() + " " + type + " " +
color.r.ToString("R") + " " + color.g.ToString("R") + " " + color.b.ToString("R") + " " +
intensity.ToString("R") + " " + range.ToString("R") + " " + bloom.ToString("R") + " " + angle.ToString("R") + " " + blink + " " +
rotation.x.ToString("R") + " " + rotation.y.ToString("R") + " " + rotation.z.ToString("R") + " " + rpm.ToString() + " " +
variation1.r.ToString("R") + " " + variation1.g.ToString("R") + " " + variation1.b.ToString("R") + " " +
variation2.r.ToString("R") + " " + variation2.g.ToString("R") + " " + variation2.b.ToString("R") + " " +
variation3.r.ToString("R") + " " + variation3.g.ToString("R") + " " + variation3.b.ToString("R") + " " +
position.x.ToString("R") + " " + position.y.ToString("R") + " " + position.z.ToString("R") + " " +
direction.x.ToString("R") + " " + direction.y.ToString("R") + " " + direction.z.ToString("R") + " " +
off.ToString("R") + " " + random.ToString("R") + " ";
if(asset.m_lodMesh.name.Contains("LightEffect") == true) {
string[] slots = (asset.m_lodMesh.name+"#").Split('#'); slots[slot] = data;
asset.m_lodMesh.name = string.Join("#", slots);
if(asset.m_lodMesh.name[asset.m_lodMesh.name.Length-2].ToString()=="#") asset.m_lodMesh.name = asset.m_lodMesh.name.Remove(asset.m_lodMesh.name.Length-2);
else if(asset.m_lodMesh.name[asset.m_lodMesh.name.Length-1].ToString()=="#") asset.m_lodMesh.name = asset.m_lodMesh.name.Remove(asset.m_lodMesh.name.Length-1); }
else asset.m_lodMesh.name = data+" ";
//
//
// Custom Light Effects - Vanilla Script
// Adds vanilla light effects to props in asset editor, visible in realtime, saves data in the prop mesh name.
// DO NOT save with these effects visible!
// YOU MUST run the presave script as well (below) before saving the prop asset!
var slot = 0; // light effect slot
// it seems that a vanilla light effect is only visible when in slot 0
var name = "Flood Light Blue"; // name of the vanilla light effect
var position = new Vector3(0.0f, 10.0f, 0.0f); // position of the light effect
var direction = new Vector3(0.0f, 0.0f, 0.0f); // direction of the light effect
// Light Effect Processing
var asset = ToolsModifierControl.toolController.m_editPrefabInfo as PropInfo; asset.m_hasEffects = true;
var vanillaLE = EffectCollection.FindEffect(name) as LightEffect;
if(asset.m_effects.Length<slot+1) Array.Resize(ref asset.m_effects, slot+1);
asset.m_effects[slot] = new PropInfo.Effect {m_effect = vanillaLE, m_position = position, m_direction = direction };
// Data Storage
name = name.Replace(' ', '_');
var data = "LightEffect " + name + " " + position.x.ToString("R") + " " + position.y.ToString("R") + " " + position.z.ToString("R") + " " +
direction.x.ToString("R") + " " + direction.y.ToString("R") + " " + direction.z.ToString("R") + " ";
if(asset.m_lodMesh.name.Contains("LightEffect") == true) {
string[] slots = (asset.m_lodMesh.name+"#").Split('#'); slots[slot] = data;
asset.m_lodMesh.name = string.Join("#", slots);
if(asset.m_lodMesh.name[asset.m_lodMesh.name.Length-2].ToString()=="#") asset.m_lodMesh.name = asset.m_lodMesh.name.Remove(asset.m_lodMesh.name.Length-2);
else if(asset.m_lodMesh.name[asset.m_lodMesh.name.Length-1].ToString()=="#") asset.m_lodMesh.name = asset.m_lodMesh.name.Remove(asset.m_lodMesh.name.Length-1); }
else asset.m_lodMesh.name = data+" ";
//
//
// Custom Light Effects - Presave Script
// Removes custom light effect previews for correct saving.
// Run after you've added the light effects you want, then save the prop asset.
var asset = ToolsModifierControl.toolController.m_editPrefabInfo as PropInfo;
Array.Resize(ref asset.m_effects, 0); asset.m_hasEffects=false;
//
//
// Prop LOD Mesh Name Reader
// Allows reading the prop lod mesh name in the console.
var asset = ToolsModifierControl.toolController.m_editPrefabInfo as PropInfo;
Debug.Log(asset.m_lodMesh.name);
//
//
// Data Reference
// Shows how the data is stored for each light effect.
// Custom Light Effects
data[0] = "LightEffect";
data[1] = infinite;
data[2] = type;
data[3] = color.r;
data[4] = color.g;
data[5] = color.b;
data[6] = intensity;
data[7] = range;
data[8] = bloom;
data[9] = angle;
data[10] = blink;
data[11] = rotation.x;
data[12] = rotation.y;
data[13] = rotation.z;
data[14] = rpm;
data[15] = variation1.r;
data[16] = variation1.g;
data[17] = variation1.b;
data[18] = variation2.r;
data[19] = variation2.g;
data[20] = variation2.b;
data[21] = variation3.r;
data[22] = variation3.g;
data[23] = variation3.b;
data[24] = position.x;
data[25] = position.y;
data[26] = position.z;
data[27] = direction.x;
data[28] = direction.y;
data[29] = direction.z;
data[30] = off;
data[31] = random;
// Vanilla Light Effects
data[0] = "LightEffect";
data[1] = name;
data[2] = position.x;
data[3] = position.y;
data[4] = position.z;
data[5] = direction.x;
data[6] = direction.y;
data[7] = direction.z;
//
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