protected override void ReadFromImpl(object obj)
        {
            base.ReadFromImpl(obj);
            Light uo = (Light)obj;

            shadows                  = uo.shadows;
            shadowStrength           = uo.shadowStrength;
            shadowResolution         = uo.shadowResolution;
            layerShadowCullDistances = uo.layerShadowCullDistances;
            cookieSize               = uo.cookieSize;
            cookie                 = ToID(uo.cookie);
            renderMode             = uo.renderMode;
            type                   = uo.type;
            spotAngle              = uo.spotAngle;
            color                  = uo.color;
            colorTemperature       = uo.colorTemperature;
            intensity              = uo.intensity;
            bounceIntensity        = uo.bounceIntensity;
            shadowCustomResolution = uo.shadowCustomResolution;
            shadowBias             = uo.shadowBias;
            shadowNormalBias       = uo.shadowNormalBias;
            shadowNearPlane        = uo.shadowNearPlane;
            range                  = uo.range;
            flare                  = ToID(uo.flare);
            bakingOutput           = uo.bakingOutput;
            cullingMask            = uo.cullingMask;
            lightShadowCasterMode  = uo.lightShadowCasterMode;
        }
        protected override void ReadFromImpl(object obj)
        {
            base.ReadFromImpl(obj);
            GradientColorKey uo = (GradientColorKey)obj;

            color = uo.color;
            time  = uo.time;
        }
Ejemplo n.º 3
0
 protected override void ReadFromImpl(object obj)
 {
     base.ReadFromImpl(obj);
     ParticleSystem.MinMaxGradient uo = (ParticleSystem.MinMaxGradient)obj;
     mode        = uo.mode;
     gradientMax = uo.gradientMax;
     gradientMin = uo.gradientMin;
     colorMax    = uo.colorMax;
     colorMin    = uo.colorMin;
     color       = uo.color;
     gradient    = uo.gradient;
 }
        protected override void ReadFromImpl(object obj)
        {
            base.ReadFromImpl(obj);
            TerrainData uo = (TerrainData)obj;

            wavingGrassStrength = uo.wavingGrassStrength;
            wavingGrassAmount   = uo.wavingGrassAmount;
            wavingGrassSpeed    = uo.wavingGrassSpeed;
            wavingGrassTint     = uo.wavingGrassTint;
            alphamapResolution  = uo.alphamapResolution;
            baseMapResolution   = uo.baseMapResolution;
            terrainLayers       = ToID(uo.terrainLayers);
        }
        protected override void ReadFromImpl(object obj)
        {
            base.ReadFromImpl(obj);
            Camera uo = (Camera)obj;

            nearClipPlane          = uo.nearClipPlane;
            farClipPlane           = uo.farClipPlane;
            fieldOfView            = uo.fieldOfView;
            renderingPath          = uo.renderingPath;
            allowHDR               = uo.allowHDR;
            allowMSAA              = uo.allowMSAA;
            allowDynamicResolution = uo.allowDynamicResolution;
            forceIntoRenderTexture = uo.forceIntoRenderTexture;
            orthographicSize       = uo.orthographicSize;
            orthographic           = uo.orthographic;
            opaqueSortMode         = uo.opaqueSortMode;
            transparencySortMode   = uo.transparencySortMode;
            transparencySortAxis   = uo.transparencySortAxis;
            depth                         = uo.depth;
            aspect                        = uo.aspect;
            cullingMask                   = uo.cullingMask;
            eventMask                     = uo.eventMask;
            layerCullSpherical            = uo.layerCullSpherical;
            cameraType                    = uo.cameraType;
            layerCullDistances            = uo.layerCullDistances;
            useOcclusionCulling           = uo.useOcclusionCulling;
            cullingMatrix                 = uo.cullingMatrix;
            backgroundColor               = uo.backgroundColor;
            clearFlags                    = uo.clearFlags;
            depthTextureMode              = uo.depthTextureMode;
            clearStencilAfterLightingPass = uo.clearStencilAfterLightingPass;
            usePhysicalProperties         = uo.usePhysicalProperties;
            sensorSize                    = uo.sensorSize;
            lensShift                     = uo.lensShift;
            focalLength                   = uo.focalLength;
            rect                        = uo.rect;
            pixelRect                   = uo.pixelRect;
            targetTexture               = ToID(uo.targetTexture);
            targetDisplay               = uo.targetDisplay;
            worldToCameraMatrix         = uo.worldToCameraMatrix;
            projectionMatrix            = uo.projectionMatrix;
            nonJitteredProjectionMatrix = uo.nonJitteredProjectionMatrix;
            useJitteredProjectionMatrixForTransparentRendering = uo.useJitteredProjectionMatrixForTransparentRendering;
            scene             = uo.scene;
            stereoSeparation  = uo.stereoSeparation;
            stereoConvergence = uo.stereoConvergence;
            stereoTargetEye   = uo.stereoTargetEye;
        }
        protected override void ReadFromImpl(object obj)
        {
            base.ReadFromImpl(obj);
            SpriteRenderer uo = (SpriteRenderer)obj;

            sprite   = ToID(uo.sprite);
            drawMode = uo.drawMode;
            size     = uo.size;
            adaptiveModeThreshold = uo.adaptiveModeThreshold;
            tileMode        = uo.tileMode;
            color           = uo.color;
            maskInteraction = uo.maskInteraction;
            flipX           = uo.flipX;
            flipY           = uo.flipY;
            spriteSortPoint = uo.spriteSortPoint;
        }
Ejemplo n.º 7
0
        protected override void ReadFromImpl(object obj)
        {
            base.ReadFromImpl(obj);
            DetailPrototype uo = (DetailPrototype)obj;

            prototype        = ToID(uo.prototype);
            prototypeTexture = ToID(uo.prototypeTexture);
            minWidth         = uo.minWidth;
            maxWidth         = uo.maxWidth;
            minHeight        = uo.minHeight;
            maxHeight        = uo.maxHeight;
            noiseSpread      = uo.noiseSpread;
            bendFactor       = uo.bendFactor;
            healthyColor     = uo.healthyColor;
            dryColor         = uo.dryColor;
            renderMode       = uo.renderMode;
            usePrototypeMesh = uo.usePrototypeMesh;
        }
        protected override void ReadFromImpl(object obj)
        {
            base.ReadFromImpl(obj);
            TerrainLayer uo = (TerrainLayer)obj;

            diffuseTexture   = ToID(uo.diffuseTexture);
            normalMapTexture = ToID(uo.normalMapTexture);
            maskMapTexture   = ToID(uo.maskMapTexture);
            tileSize         = uo.tileSize;
            tileOffset       = uo.tileOffset;
            specular         = uo.specular;
            metallic         = uo.metallic;
            smoothness       = uo.smoothness;
            normalScale      = uo.normalScale;
            diffuseRemapMin  = uo.diffuseRemapMin;
            diffuseRemapMax  = uo.diffuseRemapMax;
            maskMapRemapMin  = uo.maskMapRemapMin;
            maskMapRemapMax  = uo.maskMapRemapMax;
        }
        protected override void ReadFromImpl(object obj)
        {
            base.ReadFromImpl(obj);
            LineRenderer uo = (LineRenderer)obj;

            startWidth        = uo.startWidth;
            endWidth          = uo.endWidth;
            widthMultiplier   = uo.widthMultiplier;
            numCornerVertices = uo.numCornerVertices;
            numCapVertices    = uo.numCapVertices;
            useWorldSpace     = uo.useWorldSpace;
            loop                 = uo.loop;
            startColor           = uo.startColor;
            endColor             = uo.endColor;
            positionCount        = uo.positionCount;
            generateLightingData = uo.generateLightingData;
            textureMode          = uo.textureMode;
            alignment            = uo.alignment;
            widthCurve           = uo.widthCurve;
            colorGradient        = uo.colorGradient;
            shadowBias           = uo.shadowBias;
        }