private IEnumerator feedBackCoroutine() { isEffectOn[10] = true; curMat = feedbackMaterial; for (int i = 0; i < feedBackTime; i++) { yield return(null); } curMat = throughMaterial; posteffectType = PosteffecTypes.TROUGH; yield break; }
private IEnumerator pingPongFlashCoroutine() { isEffectOn[14] = true; curMat = pingpongFlashMaterial; for (int i = 0; i < pingPongTime; i++) { yield return(null); } curMat = throughMaterial; posteffectType = PosteffecTypes.TROUGH; yield break; }
private IEnumerator edgeCoroutine() { isEffectOn[11] = true; curMat = edgeMaterial; for (int i = 0; i < edgeTime; i++) { yield return(null); } curMat = throughMaterial; posteffectType = PosteffecTypes.TROUGH; yield break; }
private IEnumerator gridFlashCoroutine() { isEffectOn[5] = true; curMat = gridFlashMaterial; for (int i = gridFlashTime; i > 0; i--) { yield return(null); } curMat = throughMaterial; posteffectType = PosteffecTypes.TROUGH; yield break; }
private IEnumerator horizontalSymmetryCoroutine() { isEffectOn[7] = true; curMat = horizontalSymmetryMaterial; for (int i = horizontalSymmetryTime; i > 0; i--) { yield return(null); } curMat = throughMaterial; posteffectType = PosteffecTypes.TROUGH; yield break; }
private IEnumerator invertColorCoroutine() { isEffectOn[1] = true; curMat = invertColorMaterial; for (int i = 0; i < invertColorTime; i++) { yield return(null); } curMat = throughMaterial; posteffectType = PosteffecTypes.TROUGH; yield break; }
private IEnumerator tileCoroutine() { isEffectOn[9] = true; curMat = tileMaterial; curMat.SetInt("_tileNum", (Random.Range(1, tileNum))); for (int i = 0; i < tileTime; i++) { yield return(null); } curMat = throughMaterial; posteffectType = PosteffecTypes.TROUGH; yield break; }
private IEnumerator mosaicCoroutine() { isEffectOn[8] = true; curMat = mosaicMaterial; for (int i = 0; i < mosaicTime; i++) { curMat.SetFloat("_blockSize", i * mosaicSize); yield return(null); } curMat = throughMaterial; posteffectType = PosteffecTypes.TROUGH; yield break; }
private IEnumerator zoomCoroutine() { isEffectOn[2] = true; curMat = zoomMaterial; for (int i = zoomTime; i > 0; i--) { curMat.SetFloat("_Strength", i * zoomPower); yield return(null); } curMat = throughMaterial; posteffectType = PosteffecTypes.TROUGH; yield break; }
private IEnumerator rgbshiftCoroutine() { isEffectOn[3] = true; curMat = rgbShiftMaterial; for (int i = rgbshiftTime; i > 0; i--) { curMat.SetFloat("_offSet1", Random.Range(-offSet, offSet)); curMat.SetFloat("_offSet2", Random.Range(-offSet, offSet)); yield return(null); } curMat = throughMaterial; posteffectType = PosteffecTypes.TROUGH; yield break; }
private IEnumerator distortionCoroutine() { isEffectOn[12] = true; curMat = distortionMaterial; distortionPower = Random.Range(0.5f, distortionPower); curMat.SetFloat("_pivotX", Random.Range(0.0f, 1.0f)); curMat.SetFloat("_pivotX", Random.Range(0.0f, 1.0f)); for (int i = 0; i < distortionTime; i++) { curMat.SetFloat("_power", Mathf.Clamp(i * 0.2f, 0.0f, distortionPower)); yield return(null); } curMat = throughMaterial; posteffectType = PosteffecTypes.TROUGH; yield break; }
void init() { throughMaterial = GetComponent <Through>().material; invertColorMaterial = GetComponent <InvertColor>().material; zoomMaterial = GetComponent <Zoom>().material; rgbShiftMaterial = GetComponent <RGBShift>().material; glitchMaterial = GetComponent <Glitch>().material; gridFlashMaterial = GetComponent <GridFlash>().material; horizontalSymmetryMaterial = GetComponent <HorizontalSymmetry>().material; verticalSymmetryMaterial = GetComponent <VerticalSymmetry>().material; mosaicMaterial = GetComponent <Mosaic>().material; tileMaterial = GetComponent <Tile>().material; feedbackMaterial = GetComponent <Feedback>().material; edgeMaterial = GetComponent <SobelEdge>().material; distortionMaterial = GetComponent <Distortion>().material; pixleSortingMaterial = GetComponent <PixleSorting>().material; pingpongFlashMaterial = GetComponent <PingPongFlash>().material; materials = new List <Material>(); materials.Add(throughMaterial); materials.Add(invertColorMaterial); materials.Add(zoomMaterial); materials.Add(rgbShiftMaterial); materials.Add(glitchMaterial); materials.Add(gridFlashMaterial); materials.Add(horizontalSymmetryMaterial); materials.Add(verticalSymmetryMaterial); materials.Add(mosaicMaterial); materials.Add(tileMaterial); materials.Add(feedbackMaterial); materials.Add(edgeMaterial); materials.Add(distortionMaterial); materials.Add(pixleSortingMaterial); materials.Add(pingpongFlashMaterial); isEffectOn = Enumerable.Repeat(false, materials.Count).ToList(); curMat = throughMaterial; PosteffectType = PosteffecTypes.TROUGH; }
void inputs() { if (Input.GetKeyDown(KeyCode.F1)) { posteffectType = PosteffecTypes.TROUGH; postEffect = this.GetComponent <Through>(); postEffect.IsActive = true; } else if (Input.GetKeyDown(KeyCode.F2)) { posteffectType = PosteffecTypes.INVERTCOLOR; postEffect = this.GetComponent <InvertColor>(); postEffect.IsActive = true; if (SwitchMode == SwitchModes.MomentaryHumanMode) { isEffectOn[1] = false; } } else if (Input.GetKeyDown(KeyCode.F3)) { posteffectType = PosteffecTypes.ZOOM; postEffect = this.GetComponent <Zoom>(); postEffect.IsActive = true; if (SwitchMode == SwitchModes.MomentaryHumanMode) { isEffectOn[2] = false; } } else if (Input.GetKeyDown(KeyCode.F4)) { posteffectType = PosteffecTypes.RGBSHIFT; postEffect = this.GetComponent <RGBShift>(); postEffect.IsActive = true; if (SwitchMode == SwitchModes.MomentaryHumanMode) { isEffectOn[3] = false; } } else if (Input.GetKeyDown(KeyCode.F5)) { posteffectType = PosteffecTypes.GLITCH; postEffect.GetComponent <Glitch>(); postEffect.IsActive = true; if (SwitchMode == SwitchModes.MomentaryHumanMode) { isEffectOn[4] = false; } } else if (Input.GetKeyDown(KeyCode.F6)) { posteffectType = PosteffecTypes.GRIDFLASH; postEffect = this.GetComponent <GridFlash>(); postEffect.IsActive = true; if (SwitchMode == SwitchModes.MomentaryHumanMode) { isEffectOn[5] = false; } } else if (Input.GetKeyDown(KeyCode.F7)) { posteffectType = PosteffecTypes.VERTICALSYMMETRY; postEffect = this.GetComponent <VerticalSymmetry>(); postEffect.IsActive = true; if (SwitchMode == SwitchModes.MomentaryHumanMode) { isEffectOn[6] = false; } } else if (Input.GetKeyDown(KeyCode.F8)) { posteffectType = PosteffecTypes.HORIZONTALSYMMETRY; postEffect = this.GetComponent <HorizontalSymmetry>(); postEffect.IsActive = true; if (SwitchMode == SwitchModes.MomentaryHumanMode) { isEffectOn[7] = false; } } else if (Input.GetKeyDown(KeyCode.F9)) { posteffectType = PosteffecTypes.MOSAIC; postEffect = this.GetComponent <Mosaic>(); postEffect.IsActive = true; if (SwitchMode == SwitchModes.MomentaryHumanMode) { isEffectOn[8] = false; } } else if (Input.GetKeyDown(KeyCode.F10)) { posteffectType = PosteffecTypes.TILE; postEffect = this.GetComponent <Tile>(); postEffect.IsActive = true; if (SwitchMode == SwitchModes.MomentaryHumanMode) { isEffectOn[9] = false; } } else if (Input.GetKeyDown(KeyCode.F11)) { posteffectType = PosteffecTypes.FEEDBACK; postEffect = this.GetComponent <Feedback>(); postEffect.IsActive = true; if (SwitchMode == SwitchModes.MomentaryHumanMode) { isEffectOn[10] = false; } } else if (Input.GetKeyDown(KeyCode.F12)) { posteffectType = PosteffecTypes.EDGE; postEffect = this.GetComponent <SobelEdge>(); postEffect.IsActive = true; if (SwitchMode == SwitchModes.MomentaryHumanMode) { isEffectOn[11] = false; } } else if (Input.GetKeyDown(KeyCode.Alpha1)) { posteffectType = PosteffecTypes.DISTORTION; postEffect = this.GetComponent <Distortion>(); postEffect.IsActive = true; if (SwitchMode == SwitchModes.MomentaryHumanMode) { isEffectOn[12] = false; } } else if (Input.GetKeyDown(KeyCode.Alpha2)) { posteffectType = PosteffecTypes.PIXLESORTING; postEffect = this.GetComponent <PixleSorting>(); postEffect.IsActive = true; if (SwitchMode == SwitchModes.MomentaryHumanMode) { isEffectOn[13] = false; } } else if (Input.GetKeyDown(KeyCode.Alpha3)) { posteffectType = PosteffecTypes.PINGPONGFLASH; postEffect = this.GetComponent <PingPongFlash>(); postEffect.IsActive = true; if (SwitchMode == SwitchModes.MomentaryHumanMode) { isEffectOn[14] = false; } } else if (SwitchMode == SwitchModes.HumanMode) { if (temp != postEffect) { if (temp != null) { temp.IsActive = false; } } temp = postEffect; } }