public void Clone(Bloom src) { tweakMode = src.tweakMode; screenBlendMode = src.screenBlendMode; hdr = src.hdr; sepBlurSpread = src.sepBlurSpread; quality = src.quality; bloomIntensity = src.bloomIntensity; bloomThreshold = src.bloomThreshold; bloomThresholdColor = src.bloomThresholdColor; bloomBlurIterations = src.bloomBlurIterations; hollywoodFlareBlurIterations = src.hollywoodFlareBlurIterations; flareRotation = src.flareRotation; lensflareMode = src.lensflareMode; hollyStretchWidth = src.hollyStretchWidth; lensflareIntensity = src.lensflareIntensity; lensflareThreshold = src.lensflareThreshold; lensFlareSaturation = src.lensFlareSaturation; flareColorA = new Color(src.flareColorA.r, src.flareColorA.g, src.flareColorA.b, src.flareColorA.a); flareColorB = new Color(src.flareColorB.r, src.flareColorB.g, src.flareColorB.b, src.flareColorB.a); flareColorC = new Color(src.flareColorC.r, src.flareColorC.g, src.flareColorC.b, src.flareColorC.a); flareColorD = new Color(src.flareColorD.r, src.flareColorD.g, src.flareColorD.b, src.flareColorD.a); }
// Update is called once per frame void Update() { bool bumper = _input.BumperDown; bool touch = _input.TouchActive; bool trigger = _input.TriggerDown; Vector2 touchPosition = _input.TouchPosition; if (trigger && !_isTriggerDown) { _isZ = !_isZ; Debug.Log("AXIS: " + (_isZ ? "Z" : "Y")); } switch (_mode) { case TweakMode.TRANSLATION: if (bumper && !_isBumperDown) { _mode = TweakMode.SCALE; Debug.Log("SCALE mode"); } if (touch && !_isTouchDown) { Vector3 translation = new Vector3(touchPosition.x * TranslationStep, _isZ ? 0 : touchPosition.y * TranslationStep, _isZ ? touchPosition.y * TranslationStep : 0); ChildObject.transform.position += translation; Debug.Log("Translated by " + translation + " to: " + ChildObject.transform.position); } break; case TweakMode.SCALE: if (bumper && !_isBumperDown) { _mode = TweakMode.ROTATION; Debug.Log("ROTATION mode"); } if (touch && !_isTouchDown) { Vector3 rotation = new Vector3(touchPosition.x * RotationStep, _isZ ? 0 : touchPosition.y * RotationStep, _isZ ? touchPosition.y * RotationStep : 0); ChildObject.transform.rotation *= Quaternion.LookRotation(rotation); Debug.Log("Rotated by + " + rotation + " to: " + ChildObject.transform.rotation.eulerAngles); } break; case TweakMode.ROTATION: if (bumper && !_isBumperDown) { _mode = TweakMode.TRANSLATION; Debug.Log("TRANSLATION mode"); } if (touch && !_isTouchDown) { Vector3 scale = new Vector3(touchPosition.x * TranslationStep, touchPosition.x * ScaleStep, touchPosition.x * TranslationStep); ChildObject.transform.localScale += scale; Debug.Log("Scaled by " + scale + " to: " + ChildObject.transform.localScale); } break; } _isBumperDown = bumper; _isTouchDown = touch; _isTriggerDown = trigger; }