Working on the night mode
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@@ -20,6 +20,13 @@
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namespace ZL
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{
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struct PointLight
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{
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Eigen::Vector3f position; // world space
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Eigen::Vector3f direction; // world space, unit vector the cone points toward
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Eigen::Vector3f color; // RGB, values > 1.0 increase intensity
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};
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struct TriggerZone
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{
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std::string id;
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@@ -83,9 +90,12 @@ namespace ZL
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std::vector<TriggerZone> triggerZones;
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std::vector<PointLight> pointLights;
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// Set by Game and kept in sync across location transitions.
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// Read by draw functions and raycast — do not write from Location code.
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bool isDarklands = false;
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bool isNight = false;
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// Called when the player successfully taps the ground and a floor walk target is set.
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// Used by the tutorial system to detect the "tap to walk" gesture.
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@@ -122,6 +132,8 @@ namespace ZL
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void drawShadowDepthPass();
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void drawGameWithShadows();
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void drawGameDarklands();
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void drawGameNight();
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void drawNightShadowDepthPass(const PointLight& light);
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bool setNavigationAreaAvailable(const std::string& areaName, bool available);
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