//

        static DepthOfFieldDef()
        {
            if (depthOfFieldEffect == null)
            {
                depthOfFieldEffect = Util.GetComponentVar <DepthOfFieldScatter, DepthOfFieldDef>(depthOfFieldEffect);
            }

            visualizeFocus = false;
            focalLength    = 10f;
            focalSize      = 0.05f;
            //focalTransform;
            aperture = 11.5f;

            blurType        = DepthOfFieldScatter.BlurType.DiscBlur;
            blurSampleCount = DepthOfFieldScatter.BlurSampleCount.High;

            maxBlurSize    = 2f;
            highResolution = false;

            nearBlur          = false;
            foregroundOverlap = 1f;

            dx11BokehScale     = 1.2f;
            dx11BokehIntensity = 2.5f;

            dx11BokehThreshhold = 0.5f;
            dx11SpawnHeuristic  = 0.0875f;

            focusedMaid = -1;
        }
    // Use this for initialization
    void Start()
    {
        tempPosition = transform.position;
        cam          = GameObject.Find("Station Camera").GetComponent <StationCamera>();
        DOF          = cam.gameObject.GetComponent <DepthOfFieldScatter>();
        cameraTm     = GameObject.Find("Station Camera").transform;
        OrigScale    = gameObject.transform.localScale.y;
        effect       = transform.FindChild("effect").gameObject;

        if (ANIMATE_3)
        {
            animator_3 = gameObject.GetComponent <Greeble_3_Animator>();
            Debug.Log(animator_3);
        }

        if (ANIMATE_5)
        {
            animator_5 = gameObject.GetComponent <Greeble_5_Animator>();
            Debug.Log(animator_5);
        }

        if (SPINS)
        {
            spinner = gameObject.GetComponent <ObjectSpinner>();
            Debug.Log("This is spinner: " + spinner);
        }
    }
Beispiel #3
0
    void Start()
    {
        dof = gameObject.GetComponent <DepthOfFieldScatter>();

        // Get current camera angle
        alpha = camera.fieldOfView * Mathf.PI / 180 / 2;
        lens  = Mathf.Tan(alpha) * 2 * f;
    }
    // ***************************
    // add private variable here
    // ***************************
    void Start()
    {
        _ohCam = GetComponent<RtsCamera>();
        if (_ohCam == null)
            this.enabled = false;

        _dof3 = GetComponent<DepthOfField34>();
        _dof4 = GetComponent<DepthOfFieldScatter>();
        // ***************************
        // get instance of component here
        // ***************************
    }
 // Use this for initialization
 void Start()
 {
     bloom = GetComponent<Bloom>();
     if(bloom != null){
         bUpdateBloom = true;
         targetBloomStrength = bloom.bloomIntensity;
     }
     dof = GetComponent<DepthOfFieldScatter>();
     if(dof != null){
         bUpdateDoF = true;
         targetDofAperture = dof.aperture;
     }
 }
Beispiel #6
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    // ***************************
    // add private variable here
    // ***************************

    void Start()
    {
        _ohCam = GetComponent <RtsCamera>();
        if (_ohCam == null)
        {
            this.enabled = false;
        }

        _dof3 = GetComponent <DepthOfField34>();
        _dof4 = GetComponent <DepthOfFieldScatter>();
        // ***************************
        // get instance of component here
        // ***************************
    }
Beispiel #7
0
    /* ==========================================================================================================
     * UNITY METHODS
     * ==========================================================================================================
     */

    void Awake()
    {
        //
        dictColorsToEnglish = new Dictionary <Color, string>();
        dictColorsToEnglish.Add(Color.black, "black");
        dictColorsToEnglish.Add(Color.blue, "blue");
        dictColorsToEnglish.Add(Color.cyan, "cyan");
        dictColorsToEnglish.Add(Color.green, "green");
        dictColorsToEnglish.Add(Color.yellow, "yellow");
        dictColorsToEnglish.Add(Color.red, "red");
        dictColorsToEnglish.Add(Color.magenta, "magenta");
        dictColorsToEnglish.Add(Color.grey, "grey");
        dictColorsToEnglish.Add(Color.white, "white");


        // Get the main camera
        if (trMainCamera == null)
        {
            trMainCamera = Camera.main.transform;
        }

        if (trObjectivesCard == null)
        {
            trObjectivesCard = GameObject.Find("ObjectivesCard").transform;
        }

        // Get the DOF script
        dofScript         = trMainCamera.gameObject.GetComponent <DepthOfFieldScatter>();
        dofScript.enabled = false;

        // Find the level manager object and script
        GameObject goLevelManager = GameObject.Find("Level Manager");

        if (goLevelManager)
        {
            levelManagerScript = goLevelManager.GetComponent <LevelManager>();
        }

        // Register myself with the level manager. Why? Well, I'm the only player script for now...
        levelManagerScript.RegisterObjectiveCard(this.transform, this);

        guiObjectivesCardScript = gameObject.GetComponent <GUIObjectivesCard>();
    }
        public static void Update(DepthOfFieldPane depthOfFieldPane)
        {
            // FIXME: Becomes null after scene transition?
            if (depthOfFieldEffect == null)
            {
                depthOfFieldEffect = Util.GetComponentVar <DepthOfFieldScatter, DepthOfFieldDef>(depthOfFieldEffect);
            }

            if (Instances.needEffectWindowReload == true)
            {
                depthOfFieldPane.IsEnabled = depthOfFieldEffect.enabled;
            }
            else
            {
                depthOfFieldEffect.enabled = depthOfFieldPane.IsEnabled;
            }

            depthOfFieldEffect.visualizeFocus = depthOfFieldPane.VisualizeFocusValue;
            depthOfFieldEffect.focalLength    = depthOfFieldPane.FocalLengthValue;
            depthOfFieldEffect.focalSize      = depthOfFieldPane.FocalSizeValue;
            depthOfFieldEffect.aperture       = depthOfFieldPane.ApertureValue;

            depthOfFieldEffect.blurType        = depthOfFieldPane.BlurTypeValue;
            depthOfFieldEffect.blurSampleCount = depthOfFieldPane.BlurSampleCountValue;

            depthOfFieldEffect.maxBlurSize    = depthOfFieldPane.MaxBlurSizeValue;
            depthOfFieldEffect.highResolution = depthOfFieldPane.HighResolutionValue;

            depthOfFieldEffect.nearBlur          = depthOfFieldPane.NearBlurValue;
            depthOfFieldEffect.foregroundOverlap = depthOfFieldPane.ForegroundOverlapValue;

            depthOfFieldEffect.dx11BokehScale     = depthOfFieldPane.Dx11BokehScaleValue;
            depthOfFieldEffect.dx11BokehIntensity = depthOfFieldPane.Dx11BokehIntensityValue;

            depthOfFieldEffect.dx11BokehThreshhold = depthOfFieldPane.Dx11BokehThreshholdValue;
            depthOfFieldEffect.dx11SpawnHeuristic  = depthOfFieldPane.Dx11SpawnHeuristicValue;

            focusedMaid = -1;
        }
        public static void InitMemberByInstance(DepthOfFieldScatter depth)
        {
            visualizeFocus  = depth.visualizeFocus;
            focalLength     = depth.focalLength;
            focalSize       = depth.focalSize;
            focalTransform  = depth.focalTransform;
            aperture        = depth.aperture;
            blurType        = depth.blurType;
            blurSampleCount = depth.blurSampleCount;

            maxBlurSize    = depth.maxBlurSize;
            highResolution = depth.highResolution;

            nearBlur          = depth.nearBlur;
            foregroundOverlap = depth.foregroundOverlap;

            dx11BokehScale     = depth.dx11BokehScale;
            dx11BokehIntensity = depth.dx11BokehIntensity;

            dx11BokehThreshhold = depth.dx11BokehThreshhold;
            dx11SpawnHeuristic  = depth.dx11SpawnHeuristic;
        }
 void Start()
 {
     depthOfField = GetComponent<DepthOfFieldScatter>();
 }
Beispiel #11
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    // Update is called once per frame
    void Update()
    {
        if (Input.GetKeyDown(orthoPerspectiveCameraToggleKey))
        {
            if (perspectiveCamera != null)
            {
                perspectiveCamera.enabled  = !perspectiveCamera.enabled;
                orthographicCamera.enabled = !orthographicCamera.enabled;


                if (perspectiveCamera.enabled)
                {
                    if (touchTracker != null)
                    {
                        touchTracker.displayTouchPointsSwitch = true;                           // this is trying to fix the issue with the touch track in perspective space... it turns off the touch indicator.
                    }
                }

                if (orthographicCamera.enabled)
                {
                    if (touchTracker != null)
                    {
                        touchTracker.displayTouchPointsSwitch = true;
                    }
                }
            }
        }

        if (Input.GetKeyDown(dofToggleKey))
        {
            if (perspectiveCamera != null)
            {
                DepthOfFieldScatter dof = perspectiveCamera.gameObject.GetComponent <DepthOfFieldScatter>();
                dof.enabled = !dof.enabled;
            }
        }



        if (Input.GetKeyDown(blurToggleKey))
        {
            if (orthographicCamera.enabled)
            {
                Blur blo = orthographicCamera.gameObject.GetComponent <Blur>();
                blo.enabled = !blo.enabled;
            }

            if (perspectiveCamera != null)
            {
                if (perspectiveCamera.enabled)
                {
                    Blur blp = perspectiveCamera.gameObject.GetComponent <Blur>();
                    blp.enabled = !blp.enabled;
                }
            }
        }

        if (Input.GetKeyDown(antialiasingToggleKey))
        {
            if (orthographicCamera.enabled)
            {
                AntialiasingAsPostEffect aao = orthographicCamera.gameObject.GetComponent <AntialiasingAsPostEffect>();
                aao.enabled = !aao.enabled;
            }

            if (perspectiveCamera != null)
            {
                if (perspectiveCamera.enabled)
                {
                    AntialiasingAsPostEffect aap = perspectiveCamera.gameObject.GetComponent <AntialiasingAsPostEffect>();
                    aap.enabled = !aap.enabled;
                }
            }
        }

        if (Input.GetKeyDown(vignetteToggleKey))
        {
            if (orthographicCamera.enabled)
            {
                Vignetting vigo = orthographicCamera.gameObject.GetComponent <Vignetting>();
                vigo.enabled = !vigo.enabled;
            }
            if (perspectiveCamera != null)
            {
                if (perspectiveCamera.enabled)
                {
                    Vignetting vigp = perspectiveCamera.gameObject.GetComponent <Vignetting>();
                    vigp.enabled = !vigp.enabled;
                }
            }
        }
    }
Beispiel #12
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 private void Start()
 {
     m_dof = GetComponent <DepthOfFieldScatter>();
 }
Beispiel #13
0
 void Start()
 {
     dof = gameObject.GetComponent <DepthOfFieldScatter>();
 }
 void Start()
 {
     dofScript      = GetComponent <DepthOfFieldScatter>();
     startFocalSize = GetComponent <DepthOfFieldScatter>().focalSize;
 }
 // Start
 void Start()
 {
     depthOfFieldScatter = this.GetComponent <DepthOfFieldScatter>();
 }
 public static void InitExtra(DepthOfFieldScatter depth)
 {
     depth.dx11BokehTexture = new Texture2D(64, 64, TextureFormat.DXT5, false);
     depth.dx11BokehTexture.LoadImage(ConstantValues.byteHexShapePng);
     depth.dx11BokehTexture.Apply();
 }