void UpdatePostProcess() { Camera highestReference = null; float highestDepth = -float.MaxValue; if (m_linkedCamerasChanged) { UpdateLinkedCameras(); } for (int i = 0; i < m_linkedCameraKeys.Length; i++) { if (m_linkedCameraKeys[i].depth > highestDepth) { highestReference = m_linkedCameraKeys[i]; highestDepth = m_linkedCameraKeys[i].depth; } } if (m_currentPostProcess != null && m_currentPostProcess.gameObject != highestReference.gameObject) { DestroyImmediate(m_currentPostProcess); m_currentPostProcess = null; } if (m_currentPostProcess == null && highestReference != null && highestReference != GetComponent <Camera>()) { CurrentInstance = this; AmplifyMotionPostProcess[] runtimes = gameObject.GetComponents <AmplifyMotionPostProcess>(); if (runtimes != null && runtimes.Length > 0) { for (int i = 0; i < runtimes.Length; i++) { DestroyImmediate(runtimes[i]); } } m_currentPostProcess = highestReference.gameObject.AddComponent <AmplifyMotionPostProcess>(); CurrentInstance = null; } }
private void UpdatePostProcess() { Camera camera = null; float num = -3.40282347E+38f; if (this.m_linkedCamerasChanged) { this.UpdateLinkedCameras(); } for (int i = 0; i < this.m_linkedCameraKeys.Length; i++) { if (this.m_linkedCameraKeys[i] != null && this.m_linkedCameraKeys[i].isActiveAndEnabled && this.m_linkedCameraKeys[i].depth > num) { camera = this.m_linkedCameraKeys[i]; num = this.m_linkedCameraKeys[i].depth; } } if (this.m_currentPostProcess != null && this.m_currentPostProcess.gameObject != camera.gameObject) { UnityEngine.Object.DestroyImmediate(this.m_currentPostProcess); this.m_currentPostProcess = null; } if (this.m_currentPostProcess == null && camera != null && camera != this.m_camera) { AmplifyMotionPostProcess[] components = base.gameObject.GetComponents <AmplifyMotionPostProcess>(); if (components != null && components.Length > 0) { for (int j = 0; j < components.Length; j++) { UnityEngine.Object.DestroyImmediate(components[j]); } } this.m_currentPostProcess = camera.gameObject.AddComponent <AmplifyMotionPostProcess>(); this.m_currentPostProcess.Instance = this; } }
void UpdatePostProcess() { Camera highestReference = null; float highestDepth = -float.MaxValue; if ( m_linkedCamerasChanged ) UpdateLinkedCameras(); for ( int i = 0; i < m_linkedCameraKeys.Length; i++ ) { if ( m_linkedCameraKeys[ i ] != null && m_linkedCameraKeys[ i ].isActiveAndEnabled && m_linkedCameraKeys[ i ].depth > highestDepth ) { highestReference = m_linkedCameraKeys[ i ]; highestDepth = m_linkedCameraKeys[ i ].depth; } } if ( m_currentPostProcess != null && m_currentPostProcess.gameObject != highestReference.gameObject ) { DestroyImmediate( m_currentPostProcess ); m_currentPostProcess = null; } if ( m_currentPostProcess == null && highestReference != null && highestReference != m_camera ) { AmplifyMotionPostProcess[] runtimes = gameObject.GetComponents<AmplifyMotionPostProcess>(); if ( runtimes != null && runtimes.Length > 0 ) { for ( int i = 0; i < runtimes.Length; i++ ) DestroyImmediate( runtimes[ i ] ); } m_currentPostProcess = highestReference.gameObject.AddComponent<AmplifyMotionPostProcess>(); m_currentPostProcess.Instance = this; } }
private void UpdatePostProcess() { Camera camera = null; float num = -3.40282347E+38f; if (this.m_linkedCamerasChanged) { this.UpdateLinkedCameras(); } for (int i = 0; i < this.m_linkedCameraKeys.Length; i++) { if (this.m_linkedCameraKeys[i] != null && this.m_linkedCameraKeys[i].isActiveAndEnabled && this.m_linkedCameraKeys[i].depth > num) { camera = this.m_linkedCameraKeys[i]; num = this.m_linkedCameraKeys[i].depth; } } if (this.m_currentPostProcess != null && this.m_currentPostProcess.gameObject != camera.gameObject) { UnityEngine.Object.DestroyImmediate(this.m_currentPostProcess); this.m_currentPostProcess = null; } if (this.m_currentPostProcess == null && camera != null && camera != this.m_camera) { AmplifyMotionPostProcess[] components = base.gameObject.GetComponents<AmplifyMotionPostProcess>(); if (components != null && components.Length > 0) { for (int j = 0; j < components.Length; j++) { UnityEngine.Object.DestroyImmediate(components[j]); } } this.m_currentPostProcess = camera.gameObject.AddComponent<AmplifyMotionPostProcess>(); this.m_currentPostProcess.Instance = this; } }