public static void fovRandom() { initialFOV = MiscSettings.fieldOfView; //This is a kinda janky method of grabbing a random fov outside of the typically playable fovs System.Random random = new System.Random(); int lowRandNum = random.Next(5, 45); int highRandNum = random.Next(85, 150); double randCoinFlip = random.NextDouble(); int randNum; if (randCoinFlip > 0.5) { randNum = highRandNum; } else { randNum = lowRandNum; } //ErrorMessage.AddMessage(randNum.ToString()); if (randNum < 40) { HideForScreenshots.Hide(HideForScreenshots.HideType.Mask); } MiscSettings.fieldOfView = randNum; if (SNCameraRoot.main != null) { SNCameraRoot.main.SyncFieldOfView(); } }
private static void HideInternal(GameObject obj, HideForScreenshots parent) { obj.BroadcastMessage("HideForScreenshots", SendMessageOptions.DontRequireReceiver); // Only disable things for things that are not in the path of our custom objects if (!(obj.name.Contains("Twitch") || obj.name.Contains("OverlayCanvas") || obj.name.Contains("Overlays") || obj.name.Contains("OutOfOxygen"))) { ProcessComponent(obj.GetComponent <GUIText>(), parent, false); ProcessComponent(obj.GetComponent <GUITexture>(), parent, false); ProcessComponent(obj.GetComponent <Renderer>(), parent, false); } else { // Enable the canvases in the path of our custom objects List <Canvas> canvasList = new List <Canvas>(obj.GetComponentsInChildren <Canvas>()); canvasList.AddRange(obj.GetComponents <Canvas>()); foreach (Canvas canvas in canvasList) { if (!(canvas.sortingLayerName == "DepthClear")) { canvas.enabled = true; } } } if (recursive) { Transform transform = obj.transform; for (int i = 0; i < transform.childCount; i++) { Transform child = transform.GetChild(i); HideInternal(child.gameObject, parent); } } }
public static void fovNormal() { MiscSettings.fieldOfView = initialFOV; if (SNCameraRoot.main != null) { SNCameraRoot.main.SyncFieldOfView(); } HideForScreenshots.Hide(HideForScreenshots.HideType.None); }
private static void ProcessComponent(Renderer r, HideForScreenshots parent, bool enable) { if (r != null && !enable) { r.enabled = false; } else if (r != null && enable) { r.enabled = true; } }
private static void ProcessComponent(Behaviour b, HideForScreenshots parent, bool enable) { if (b != null && !enable) { b.enabled = false; } else if (b != null && enable) { b.enabled = true; } }
private static void UnhideInternal(GameObject obj, HideForScreenshots parent) { obj.BroadcastMessage("UnhideForScreenshots", SendMessageOptions.DontRequireReceiver); ProcessComponent(obj.GetComponent <GUIText>(), parent, true); ProcessComponent(obj.GetComponent <GUITexture>(), parent, true); ProcessComponent(obj.GetComponent <Renderer>(), parent, true); if (recursive) { Transform transform = obj.transform; for (int i = 0; i < transform.childCount; i++) { Transform child = transform.GetChild(i); UnhideInternal(child.gameObject, parent); } } }
public static void fovRandom() { initialFOV = MiscSettings.fieldOfView; // this is bad // i did it because atto said to // blame him // it works tho // the weird random number thing that is // I completely agree with doing random fov System.Random random = new System.Random(); int lowRandNum = random.Next(5, 45); int highRandNum = random.Next(85, 150); double randCoinFlip = random.NextDouble(); int randNum; if (randCoinFlip > 0.5) { randNum = highRandNum; } else { randNum = lowRandNum; } //ErrorMessage.AddMessage(randNum.ToString()); if (randNum < 40) { HideForScreenshots.Hide(HideForScreenshots.HideType.Mask); } MiscSettings.fieldOfView = randNum; if (SNCameraRoot.main != null) { SNCameraRoot.main.SyncFieldOfView(); } }
public static void showHUD() { HideForScreenshots.Hide(HideForScreenshots.HideType.None); }
public static void hideHUD() { HideForScreenshots.Hide(HideForScreenshots.HideType.Mask | HideForScreenshots.HideType.HUD); }