Ejemplo n.º 1
0
    public void FilterVisibleObjects(float percentage, float psysPercent)
    {
        List <Renderer> visible1 = new List <Renderer>();
        List <ParticleSystemRenderer> visible2 = new List <ParticleSystemRenderer>();

        foreach (Renderer renderer in Object.FindObjectsOfType(typeof(Renderer)) as Renderer[])
        {
            if (renderer.get_isVisible() && renderer.get_enabled() && this.IsEnvironmentObject(((Component)renderer).get_gameObject()))
            {
                if (renderer is ParticleSystemRenderer)
                {
                    visible2.Add((ParticleSystemRenderer)renderer);
                }
                else
                {
                    visible1.Add(renderer);
                }
            }
        }
        this.DoFilter <Renderer>(visible1, this.DisabledRenderers, GameUtil.Clamp(percentage, 0.0f, 1f));
        this.DoFilter <ParticleSystemRenderer>(visible2, this.DisabledParticleSystems, GameUtil.Clamp(psysPercent, 0.0f, 1f));
    }
Ejemplo n.º 2
0
    public void FilterVisibleObjects(float percentage, float psysPercent)
    {
        List <Renderer> VisibleRenderers = new List <Renderer>();
        List <ParticleSystemRenderer> VisiblePSysRenderers = new List <ParticleSystemRenderer>();

        foreach (Renderer r in UnityEngine.Object.FindObjectsOfType(typeof(Renderer)) as Renderer[])
        {
            if (r.isVisible && r.enabled && IsEnvironmentObject(r.gameObject))
            {
                if (r is ParticleSystemRenderer)
                {
                    VisiblePSysRenderers.Add((ParticleSystemRenderer)r);
                }
                else
                {
                    VisibleRenderers.Add(r);
                }
            }
        }

        DoFilter <Renderer>(VisibleRenderers, DisabledRenderers, GameUtil.Clamp(percentage, 0.0f, 1.0f));
        DoFilter <ParticleSystemRenderer>(VisiblePSysRenderers, DisabledParticleSystems, GameUtil.Clamp(psysPercent, 0.0f, 1.0f));
    }