Exemple #1
0
 public void Apply()
 {
     //IL_0066: Unknown result type (might be due to invalid IL or missing references)
     //IL_006b: Expected O, but got Unknown
     //IL_00a6: Unknown result type (might be due to invalid IL or missing references)
     if (lightProbes != null)
     {
         LightmapSettings.set_lightProbes(lightProbes);
         ShaderGlobal.lightProbe = true;
     }
     else
     {
         ShaderGlobal.lightProbe = false;
     }
     if (lightmapsFar != null && lightmapsFar.Length > 0)
     {
         LightmapData[] array = (LightmapData[])new LightmapData[lightmapsFar.Length];
         int            i     = 0;
         for (int num = lightmapsFar.Length; i < num; i++)
         {
             array[i] = new LightmapData();
             array[i].set_lightmapFar(lightmapsFar[i]);
             if (i < lightmapsNear.Length)
             {
                 array[i].set_lightmapNear(lightmapsNear[i]);
             }
         }
         LightmapSettings.set_lightmapsMode(lightmapMode);
         LightmapSettings.set_lightmaps(array);
     }
 }
 public void Change()
 {
     LightmapData[] lightmapDataArray = new LightmapData[this.light.Length];
     for (int index = 0; index < lightmapDataArray.Length; ++index)
     {
         LightmapData lightmapData = new LightmapData();
         lightmapData.set_lightmapDir(this.dir[index]);
         lightmapData.set_lightmapColor(this.light[index]);
         lightmapDataArray[index] = lightmapData;
     }
     LightmapSettings.set_lightmaps(lightmapDataArray);
     LightmapSettings.set_lightProbes(this.lightProbes);
     LightmapSettings.set_lightmapsMode(this.lightmapsMode);
     if (Object.op_Inequality((Object)this.cubemap, (Object)null))
     {
         RenderSettings.set_customReflection(this.cubemap);
         RenderSettings.set_defaultReflectionMode((DefaultReflectionMode)1);
     }
     else
     {
         RenderSettings.set_defaultReflectionMode((DefaultReflectionMode)0);
     }
     if (this.fog != null)
     {
         this.fog.Change();
     }
     OutputLog.Log("LightMapChange", true, "Log");
 }
Exemple #3
0
    public static void UpdateLightmap(int sceneId)
    {
        string text  = null;
        Scene  scene = DataReader <Scene> .Get(sceneId);

        if (scene == null)
        {
            return;
        }
        if (!string.IsNullOrEmpty(scene.lightmap))
        {
            text = scene.lightmap;
        }
        else
        {
            string[] array = scene.path.Split(new char[]
            {
                '/'
            });
            if (array.Length > 0)
            {
                text = array[array.Length - 1];
            }
        }
        if (string.IsNullOrEmpty(text))
        {
            return;
        }
        string pathOfPrefab = FileSystem.GetPathOfPrefab(text);

        if (string.IsNullOrEmpty(pathOfPrefab))
        {
            return;
        }
        GameObject gameObject = AssetManager.AssetOfNoPool.LoadAssetNowNoAB(pathOfPrefab, typeof(Object)) as GameObject;

        if (gameObject != null)
        {
            PrefabLightmap component = gameObject.GetComponent <PrefabLightmap>();
            if (component == null)
            {
                return;
            }
            LightmapData[] array2 = new LightmapData[component.lightmap_far.get_Count()];
            for (int i = 0; i < array2.Length; i++)
            {
                array2[i] = new LightmapData();
                array2[i].set_lightmapFar(component.lightmap_far.get_Item(i));
            }
            LightmapSettings.set_lightmaps(array2);
            LightmapSettings.set_lightmapsMode(0);
        }
    }
 public override void OnActivate()
 {
     this.Sequence.Scene = (GameObject)null;
     LightmapSettings.set_lightmapsMode((LightmapsMode)0);
     if (!string.IsNullOrEmpty(this.SceneID))
     {
         if (this.FadeIn)
         {
             GameUtility.FadeOut(0.0f);
         }
         SceneAwakeObserver.AddListener(new SceneAwakeObserver.SceneEvent(this.OnSceneLoad));
         CriticalSection.Enter(CriticalSections.SceneChange);
         this.mAsyncOp = AssetManager.LoadSceneAsync(this.SceneID, true);
     }
     else
     {
         if (!Object.op_Inequality((Object)this.Sequence.Scene, (Object)null))
         {
             return;
         }
         this.Sequence.Scene = (GameObject)null;
         this.ActivateNext();
     }
 }