internal static ComputeShader GetScopeOverlay() { if (_scopeOverlay is null) { _scopeOverlay = AssetModule.GetSniperAssetBundle().LoadAsset <ComputeShader>(Resources.cshader__ScopeOverlay); } return(_scopeOverlay); }
internal static GameObject GetCrosshair() { if (crosshair == null) { crosshair = AssetModule.GetSniperAssetBundle().LoadAsset <GameObject>(Properties.Resources.prefab__Crosshair); } return(crosshair); }
internal static Texture2D GetMaskTexture() { if (_maskTexture is null) { _maskTexture = AssetModule.GetSniperAssetBundle().LoadAsset <Texture2D>(Resources.texture__ScopeOverlayMask); } return(_maskTexture); }
private static GameObject CreateBaseKnifeGhost() { GameObject obj = AssetModule.GetSniperAssetBundle().LoadAsset <GameObject>(Properties.Resources.prefab__KnifeGhostPrefab); _ = obj.AddOrGetComponent <ProjectileGhostController>(); VFXAttributes vfx = obj.AddOrGetComponent <VFXAttributes>(); vfx.vfxPriority = VFXAttributes.VFXPriority.Always; vfx.vfxIntensity = VFXAttributes.VFXIntensity.Low; vfx.optionalLights = null; vfx.secondaryParticleSystem = null; obj.transform.localScale = new Vector3(2f, 2f, 2f); return(obj); }
internal static Texture GetPortraitIcon() => AssetModule.GetSniperAssetBundle().LoadAsset <Texture2D>(Properties.Resources.icon__PortraitIcon);//return null;