Files
Ipseity-Demo/Assets/Mono Limbo/Simple Fake Volume/Bonus/Scripts/LightFlicker.cs
T

96 lines
3.0 KiB
C#

using System.Collections;
using UnityEngine;
namespace MonoLimboStudio
{
public class LightFlicker : MonoBehaviour
{
[Header("Light Settings")]
public Light targetLight;
public float minIntensity = 0.5f;
public float maxIntensity = 1.5f;
[Header("Perlin Flicker (smooth)")]
public float flickerSpeed = 5f;
[Header("Glitch Flicker (bursts)")]
[Range(0f, 1f)] public float glitchChance = 0.15f; // probability of a glitch burst each frame
public float glitchMinDuration = 0.02f;
public float glitchMaxDuration = 0.12f;
[Header("Material Settings")]
public Renderer targetRenderer;
public string opacityProperty = "_Opacity";
[Range(0f, 1f)] public float minOpacity = 0.2f;
[Range(0f, 1f)] public float maxOpacity = 1.0f;
private Material _materialInstance;
private float _randomOffset;
void Start()
{
// unique offset per instance so lamps don't flicker in sync
_randomOffset = Random.Range(0f, 1000f);
if (targetRenderer != null)
{
_materialInstance = targetRenderer.material;
if (!_materialInstance.HasProperty(opacityProperty))
Debug.LogWarning($"Property '{opacityProperty}' not found on material.");
}
StartCoroutine(FlickerRoutine());
}
private IEnumerator FlickerRoutine()
{
while (true)
{
// --- Smooth Perlin phase ---
float perlinValue = Mathf.PerlinNoise(Time.time * flickerSpeed + _randomOffset, 0f);
ApplyFlicker(perlinValue);
// --- Random glitch burst (occasional) ---
if (Random.value < glitchChance)
{
yield return StartCoroutine(GlitchBurst());
}
yield return null; // wait for next frame
}
}
private IEnumerator GlitchBurst()
{
float duration = Random.Range(glitchMinDuration, glitchMaxDuration);
float elapsed = 0f;
while (elapsed < duration)
{
// fully random intensity during the burst
float glitchValue = Random.value;
ApplyFlicker(glitchValue);
elapsed += Time.deltaTime;
yield return null;
}
}
private void ApplyFlicker(float t)
{
if (targetLight != null)
targetLight.intensity = Mathf.Lerp(minIntensity, maxIntensity, t);
if (_materialInstance != null && _materialInstance.HasProperty(opacityProperty))
_materialInstance.SetFloat(opacityProperty, Mathf.Lerp(minOpacity, maxOpacity, t));
}
void OnDestroy()
{
// .material creates a new instance — destroy it to avoid memory leaks
if (_materialInstance != null)
Destroy(_materialInstance);
}
}
}