Beispiel #1
0
    public void SetPartyStatus(GameEnums.PartyStatus s)
    {
        switch (s)
        {
        case GameEnums.PartyStatus.Dead:
            _bloomIntensity = 0.0f;
            _chromaticAberrationIntensity = 0f;
            _saturationIntensity          = -35f;
            _brightnessIntensity          = -10f;
            vcam.GetCinemachineComponent <CinemachineBasicMultiChannelPerlin>().m_NoiseProfile = null;
            break;

        case GameEnums.PartyStatus.WarmingUp:
            _bloomIntensity = 0.15f;
            _chromaticAberrationIntensity = 0.1f;
            _saturationIntensity          = 0f;
            _brightnessIntensity          = 0f;
            vcam.GetCinemachineComponent <CinemachineBasicMultiChannelPerlin>().m_NoiseProfile = myNoiseProfile1;
            break;

        case GameEnums.PartyStatus.Super:
            _bloomIntensity = 0.6f;
            _chromaticAberrationIntensity = 0.3f;
            _saturationIntensity          = 5f;
            _brightnessIntensity          = 5f;
            vcam.GetCinemachineComponent <CinemachineBasicMultiChannelPerlin>().m_NoiseProfile = myNoiseProfile2;
            break;

        case GameEnums.PartyStatus.PartyHard:
            _bloomIntensity = 1.1f;
            _chromaticAberrationIntensity = 0.6f;
            _saturationIntensity          = 10f;
            _brightnessIntensity          = 10f;
            vcam.GetCinemachineComponent <CinemachineBasicMultiChannelPerlin>().m_NoiseProfile = myNoiseProfile3;
            break;

        default:
            break;
        }
        status = s;
    }
Beispiel #2
0
    private void Awake()
    {
        fxManagerRef = this;
        status       = GameEnums.PartyStatus.Dead;



        _bloom = ScriptableObject.CreateInstance <Bloom>();
        _bloom.enabled.Override(true);
        _bloom.intensity.Override(0f);

        _chromaticAberration = ScriptableObject.CreateInstance <ChromaticAberration>();
        _chromaticAberration.enabled.Override(true);
        _chromaticAberration.intensity.Override(0f);

        _colorGrading = ScriptableObject.CreateInstance <ColorGrading>();
        _colorGrading.enabled.Override(true);
        _colorGrading.saturation.Override(0f);
        _colorGrading.brightness.Override(0f);

        _volume = PostProcessManager.instance.QuickVolume(gameObject.layer, 100f, _bloom, _chromaticAberration, _colorGrading);
    }