public override void Parse()
        {
            base.Parse();

            m_EffectSwitch = new EffectSwitch(bReader, m_StringTable);
            m_EffectSwitch.Parse(false);
        }
Ejemplo n.º 2
0
 static void Postfix(int groupID)
 {
     GameObject[] lightsObject = LightGroupData.GetLightsObject(groupID);
     for (int i = 0; i < lightsObject.Length; i++)
     {
         Light componentInChildren = lightsObject[i].GetComponentInChildren <Light>();
         if (componentInChildren)
         {
             componentInChildren.shadows                = LightShadows.Hard;
             componentInChildren.shadowStrength         = 1f;
             componentInChildren.shadowBias             = 0.05f;
             componentInChildren.shadowNormalBias       = 0.4f;
             componentInChildren.shadowNearPlane        = 0.2f;
             componentInChildren.shadowResolution       = UnityEngine.Rendering.LightShadowResolution.VeryHigh;
             componentInChildren.shadowCustomResolution = -1;
         }
         MatSwitch componentInChildren2 = lightsObject[i].GetComponentInChildren <MatSwitch>();
         if (componentInChildren2)
         {
             Material[] nightMats = FieldRefAccess <MatSwitch, Material[]>(componentInChildren2, "nightMats");
             for (int j = 0; j < nightMats.Length; j++)
             {
                 //Color c = nightMats[j].GetColor("_Emissions");
                 //nightMats[j].SetColor("_Emissions", c * 2f);
             }
         }
         EffectSwitch componentInChildren3 = lightsObject[i].GetComponentInChildren <EffectSwitch>();
         if (componentInChildren3)
         {
         }
     }
 }