public void ResetCameraEffects() { currentCameraEffect = CameraEffect.Normal; ((MonoBehaviour)MainCamera.GetComponent("Vignetting")).enabled = false; ((MonoBehaviour)MainCamera.GetComponent("Blur")).enabled = false; MainCamera.GetComponent <MotionBlur>().enabled = false; }
public void SetCameraEffect(CameraEffect effect) { StorySceneCameraEffectMessage message = new StorySceneCameraEffectMessage(); message.effect = effect; _connection.SendMessage(message); }
public void DoCameraPassOutEffect() { currentCameraEffect = CameraEffect.PassingOut; ((MonoBehaviour)MainCamera.GetComponent("Vignetting")).enabled = true; ((MonoBehaviour)MainCamera.GetComponent("Blur")).enabled = true; MainCamera.GetComponent <MotionBlur>().enabled = true; }
// Start is called before the first frame update protected virtual void Start() { currentLaySec = maxLaySec; bloodPlace = transform.Find("BloodPlace"); if (bloodPlace == null) { Debug.LogWarning("blood spawn place of " + name + " can't be found"); } cameraEffect = Camera.main.GetComponent <CameraEffect>(); HP = maxHp; rb = GetComponent <Rigidbody>(); animator = GetComponent <Animator>(); originalExtraGravity = extraGravity; GameManager.Instance.gameObjects.Add(gameObject); if (spriteRenderer == null) { spriteRenderer = GetComponent <SpriteRenderer>(); } ChangeEnemyState(EnemyState.Standing); nextAttackTime = 0; }
public void SetCameraDizzyEffect() { currentCameraEffect = CameraEffect.Dizzy; ((MonoBehaviour)MainCamera.GetComponent("Vignetting")).enabled = false; ((MonoBehaviour)MainCamera.GetComponent("Blur")).enabled = false; MainCamera.GetComponent <MotionBlur>().enabled = true; }
public void TransitionEffectState(CameraEffect i_effectState) { if (currentEffectState_ == i_effectState) { return; } switch (i_effectState) { case CameraEffect.NoWaterCool: waterLight.gameObject.SetActive(false); sunLight.color = sunLightCool; break; case CameraEffect.NoWaterHot: waterLight.gameObject.SetActive(false); sunLight.color = sunLightHot; break; case CameraEffect.WaterCool: waterLight.gameObject.SetActive(true); sunLight.color = sunLightCool; break; case CameraEffect.WaterHot: waterLight.gameObject.SetActive(true); sunLight.color = sunLightHot; break; } currentEffectState_ = i_effectState; }
protected override void InitAbility() { // Get the main camera of the scene Camera lCamera = Camera.main; if (lCamera != null) { // Get the camera effect to desactivate the blur CameraEffect lCameraEffect = lCamera.GetComponent(typeof(CameraEffect)) as CameraEffect; if (lCameraEffect != null) { mNormalVisionActivated = true; lCameraEffect.enabled = false; } } if (!mNormalVisionActivated) { Console.WriteLine("Impossible to desactivate the blur vision."); } }
void Wait() { stateTurn = State.wait; CameraEffect.Saturate(-36.6f, 0.3f); CameraEffect.Grain(0.3f, 0.2f); wait = 3.8f; if (valideState == players.Count - 1) { score.SetScore(); ++state; } else if (!players[state % players.Count].dead) { score.IncrementBuffer(); } switch (state % players.Count) { case 0: waiting.color = new Color(0.7f, 0.36f, 0.36f); break; case 1: waiting.color = new Color(0.36f, 0.57f, 0.7f); break; default: waiting.color = new Color(0.39f, 0.7f, 0.36f); break; } timerImage.color = waiting.color; for (int i = 0; i < players.Count; ++i) { players[i].ActivePlayerVisual(i == state % players.Count); } }
protected override void Start() { base.Start(); m_cameraEffect = m_camera.gameObject.GetComponent <CameraEffect>(); m_cameraEffect.enabled = true; Init(); }
public void RenderBloomTexture(RenderTexture source, RenderTexture dest) { RenderTexture curRenderTex = RenderTextureManager.Instance.RequestRenderTexture(source.width, source.height, source.depth, source.format); //Prepare by extracting blooming pixels Graphics.Blit(source, curRenderTex, Mat, 0); //Is it ok to extract blooming pixels at 1/4 res?????? //Downsample & blur for (int i = 1; i <= bloomSamples; i++) { float curSpread = Mathf.Lerp(1f, 2f, (float)(i - 1) / (float)(bloomSamples)); #if FXPRO_EFFECT RenderTextureManager.Instance.SafeAssign(ref curRenderTex, CameraEffect.DownsampleTex(curRenderTex, 2f)); #elif BLOOMPRO_EFFECT RenderTextureManager.Instance.SafeAssign(ref curRenderTex, BloomPro.DownsampleTex(curRenderTex, 2f)); #elif DOFPRO_EFFECT RenderTextureManager.Instance.SafeAssign(ref curRenderTex, DOFPro.DownsampleTex(curRenderTex, 2f)); #endif RenderTextureManager.Instance.SafeAssign(ref curRenderTex, BlurTex(curRenderTex, curSpread)); //Set blurred bloom texture Mat.SetTexture("_DsTex" + i, curRenderTex); } //Bloom composite pass Graphics.Blit(null, dest, Mat, 1); RenderTextureManager.Instance.ReleaseRenderTexture(curRenderTex); }
public void IncrementBuffer() { buffer -= 100; CameraEffect.Shake(2, 0.5f); lifebar[bufferI].Activate(false); --bufferI; if (bufferI == 1) { for (int i = 0; i <= bufferI; ++i) { lifebar[i].SetColor(Color.red); } } if (bufferI == 0) { lifebar[0].Shake(); } if (buffer < 0) { buffer = 0; } if (buffer == 0) { GameOver(); } }
private void Awake() { if (instance == null) { instance = this; } }
private void Start() { center = player.transform.position; GameManager.Instance.OnSceneChangeCallback += RotateCamera; cameraEffect = GetComponent <CameraEffect>(); positionOffset = offsetIn2D; rotationOffset = transform.rotation.eulerAngles; }
public virtual void OnRecycle() { if (camEffect) { GameObject.DestroyImmediate(camEffect); camEffect = null; } }
// Use this for initialization void Awake() { Instance = this; m_renderTexture = new RenderTexture(Screen.width, Screen.height, 0); m_smallRenderTexture = new RenderTexture(m_checkWith, m_checkHeight, 0); m_texture2D = new Texture2D(m_checkWith, m_checkHeight); m_outputTex = new Texture2D(m_checkWith, m_checkHeight); }
public void OnDisable() { CameraEffect cameraeffect = (CameraEffect)target; if (cameraeffect.effect != null) { cameraeffect.effect.enabled = false; } }
// Start is called before the first frame update void Start() { if (Camera.main != null) { _cameraEffect = Camera.main.GetComponent <CameraEffect>(); } _enemyDetector = GetComponent <EnemyDetector>(); rb = GetComponent <Rigidbody>(); }
public virtual void Initialize() { camEffect = Camera.main.GetComponent <CameraEffect>(); if (!camEffect) { camEffect = Camera.main.gameObject.AddComponent <CameraEffect>(); } camEffect.enabled = false; }
void Awake() { fadeSprite.gameObject.SetActive(true); fadeSprite.color = Color.black; blockScreen.SetActive(true); Instance = this; }
void Awake() { _rigidbody = GetComponent <Rigidbody2D>(); if (isMe) { _cameraEffect = Camera.main.GetComponent <CameraEffect>(); SetPos(GetRandomSpawnPoint()); } }
private void Awake() { if (instance != null) { Debug.LogWarning(name + ": 存在多个CameraEffect! 将删除多余CameraEffect。"); Destroy(this); } instance = this; }
void Awake() { if (instance == null) { instance = this; } else if (instance != this) { Destroy(gameObject); } }
// Start is called before the first frame update void Awake() { _volume = FindObjectOfType <Volume>(); _chromatic = (ChromaticAberration)_volume.profile.components.Find(x => x.name == "ChromaticAberration(Clone)"); _colorAdjustments = (ColorAdjustments)_volume.profile.components.Find(x => x.name == "ColorAdjustments(Clone)"); _grain = (FilmGrain)_volume.profile.components.Find(x => x.name == "FilmGrain(Clone)"); shakeList = new List <float>(); Debug.Log("Set CamEffect"); instance = this; _cam = GetComponent <CinemachineVirtualCamera>(); _noise = _cam.GetCinemachineComponent <CinemachineBasicMultiChannelPerlin>(); }
} // getter // 초기화 private void Awake() { if (instance == null) { instance = this; } cameraEffect = Camera.main.GetComponent <CameraEffect>(); isTouch = false; previousIsTouch = false; }
public void SwitchEffect(CameraEffect cameraEffect) { curEffect = cameraEffect; switch (curEffect) { case CameraEffect.None: Camera.main.orthographicSize = orgSize; break; case CameraEffect.Shake: break; } }
protected void End(bool kill = false) { if (!kill && !owner.play) { CameraEffect.Shake(0.5f, 0.1f); } timerEnd = _manager.timer; active = false; _renderer.enabled = false; transform.GetComponent <Collider2D>().enabled = false; transform.GetComponentInChildren <Collider2D>().enabled = false; transform.GetComponentInChildren <TrailRenderer>().enabled = false; }
// Start is called before the first frame update private void Start() { playerMovement = GetComponent <PlayerMovement>(); if (Camera.main != null) { mainCamera = Camera.main; _cameraEffect = mainCamera.GetComponent <CameraEffect>(); } isFacingRight = true; onFacingChangeCallback?.Invoke(true); canControl = true; }
public void CameraShake(string paramName) { PA_Param param = FindParam(paramName); if (param == null) { return; } GameObject center = param.GetGameObject(0); //float radius = param.GetFloat(0); bool shouldStart = false; if (center != null) { //if( CoreEntry.gTeamMgr.MainPlayer != null ) //{ // if( radius <= 0 ) // { // shouldStart = true; // } // else if ((CoreEntry.gTeamMgr.MainPlayer.transform.position - center.transform.position).magnitude <= radius) // { // shouldStart = true; // } //} } else { shouldStart = true; } if (shouldStart) { Camera cam = GetCameraFromParam(param, 1); if (cam != null) { float scale = param.GetFloat(1); if (scale <= 0f) { scale = 1f; } CameraEffect effect = GetARequiredComponent <CameraEffect>(cam.gameObject); if (effect != null) { effect.Scale = scale; effect.ShakeStart(); } } } }
void OnEnable() { if (mainCamera == null) { mainCamera = Camera.main; } // ensure the SpriteLightKitPostProcessor is on the Camera _slkImageEffect = mainCamera.GetComponent <CameraEffect>(); if (_slkImageEffect == null) { _slkImageEffect = mainCamera.gameObject.AddComponent <CameraEffect>(); } UpdateCamera(); }
void Rewind() { stateTurn = State.rewind; CameraEffect.Saturate(-90, 1.5f); CameraEffect.Grain(0.9f, 0.5f); for (int i = 0; i < players.Count; ++i) { players[i].ToRewind(); } foreach (Bullet b in bullets) { b.Rewind(); } }
void Awake() { instance = this; }