//------------------------ // >>> Post Process //------------------------ // Update post processing settings private void UpdatePP(PPSettings a_settings) { // Switch settings switch (a_settings) { // Set to default, don't interpolate case PPSettings.Default: { postProcessVignette.intensity.value = vignetteIntensivityDefault; postProcessColorAdjustments.colorFilter.value = colorAdjustmentsColorDefault; break; } // Set to successful PP, interpolate values case PPSettings.Success: { postProcessVignette.intensity.Interp(vignetteIntensivityDefault, vignetteIntensivitySuccess, ppInterpTimer); postProcessColorAdjustments.colorFilter.Interp(colorAdjustmentsColorDefault, colorAdjustmentsColorSuccess, ppInterpTimer); break; } // Set to failed PP, interpolate values case PPSettings.Failed: { postProcessVignette.intensity.Interp(vignetteIntensivityDefault, vignetteIntensivityFailed, ppInterpTimer); postProcessColorAdjustments.colorFilter.Interp(colorAdjustmentsColorDefault, colorAdjustmentsColorFailed, ppInterpTimer); break; } } }
// Update header size private void UpdateResults(PPSettings a_settings) { // If argument PPsettings is not default if (a_settings != PPSettings.Default) { // Interpolate alpha of results screen resultsUIGroup.alpha = Mathf.Min(-1.0f + ppInterpTimer, 1f); } }
// Set mission state to failed and display failed screen public void SetMissionFailed() { // Set "is post processing in phase of updating" to true isPPUpdating = true; // Reset pp interpolation timer ppInterpTimer = 0f; // Update results screen text textMeshHeader.SetText(Localization.Translate("RESULTS_MISSION_FAILED")); textMeshSubheader.SetText(Localization.Translate("RESULTS_MISSION_FAILED_SUB")); textMeshHeader.color = failedMissionColor; // Set which PP setting is used to failed whichPPSettingisSet = PPSettings.Failed; }
// Set mission state to success and display success screen public void SetMissionSuccess() { // Set "is post processing in phase of updating" to true isPPUpdating = true; // Reset pp interpolation timer ppInterpTimer = 0f; // Update results screen text textMeshHeader.SetText(Localization.Translate("RESULTS_MISSION_SUCCESSFUL")); textMeshSubheader.SetText(Localization.Translate("RESULTS_MISSION_SUCCESSFUL_SUB")); textMeshHeader.color = successfulMissionColor; // Set which PP setting is used to success whichPPSettingisSet = PPSettings.Success; }
// Update header size private void UpdateHeader(PPSettings a_settings) { // If argument PPsettings are different from default if (a_settings != PPSettings.Default) { // Interpolate scale of results screen textMeshHeaderTransform.localScale = new Vector3(Mathf.Min(ppInterpTimer, 1f), Mathf.Min(ppInterpTimer, 1f), 1f); gameplayUIGroup.alpha = Mathf.Max(1.0f - ppInterpTimer * 2, 0f); resultsUIGroup.alpha = 0f; // Else if argument PPsetting is default } else { // Set header scale to 0 and turn on gameplay UI textMeshHeaderTransform.localScale = Vector3.zero; gameplayUIGroup.alpha = 1f; resultsUIGroup.alpha = 0f; } }