public override bool CheckDirty() { bool withinScreen = SHelper.CheckWithinScreen(position, _losCamera.unityCamera, _radius) || !Application.isPlaying; bool dirty = withinScreen && ((base.CheckDirty() || _radius != _previousRadius || _radius != radius) && radius > 0); dirty = dirty || (withinScreen && !_withinScreen); _withinScreen = withinScreen; return(dirty); }
public override void OnInspectorGUI() { var light = (LOSFullScreenLight)target; if (!SHelper.CheckWithinScreen(light.transform.position, LOSManager.instance.losCamera.unityCamera, 0)) { EditorGUILayout.HelpBox( "Full Screen Light requires its position within the camera. " + "Otherwise, wired shadow will be present. I'm working on the next version to better solve the issue.", MessageType.Warning); } base.OnInspectorGUI(); EditorGUILayout.PropertyField(_invertMode); serializedObject.ApplyModifiedProperties(); }
public bool CheckWithinScreen() { return(SHelper.CheckWithinScreen(_trans.position, LOSManager.instance.GetLosCamera(LosCameraIndex).unityCamera, 5)); }
public override bool CheckDirty() { bool withinScreen = SHelper.CheckWithinScreen(position, LOSManager.instance.losCamera.unityCamera, offScreenDistance) || !Application.isPlaying; return(withinScreen && (base.CheckDirty() || gameObject.layer != _previousLayerMask)); }
public override bool CheckDirty() { bool withinScreen = SHelper.CheckWithinScreen(position, LOSManager.instance.losCamera.unityCamera, _radius); return(withinScreen && ((base.CheckDirty() || _radius != _previousRadius || _radius != radius) && radius > 0)); }
public override bool CheckDirty() { return(SHelper.CheckWithinScreen(position, LOSManager.instance.losCamera.unityCamera, offScreenDistance) && (base.CheckDirty() || gameObject.layer != _previousLayerMask)); }