Exemple #1
0
 internal static ComputeShader GetScopeOverlay()
 {
     if (_scopeOverlay is null)
     {
         _scopeOverlay = AssetModule.GetSniperAssetBundle().LoadAsset <ComputeShader>(Resources.cshader__ScopeOverlay);
     }
     return(_scopeOverlay);
 }
Exemple #2
0
 internal static GameObject GetCrosshair()
 {
     if (crosshair == null)
     {
         crosshair = AssetModule.GetSniperAssetBundle().LoadAsset <GameObject>(Properties.Resources.prefab__Crosshair);
     }
     return(crosshair);
 }
Exemple #3
0
        internal static Texture2D GetMaskTexture()
        {
            if (_maskTexture is null)
            {
                _maskTexture = AssetModule.GetSniperAssetBundle().LoadAsset <Texture2D>(Resources.texture__ScopeOverlayMask);
            }

            return(_maskTexture);
        }
Exemple #4
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        private static GameObject CreateBaseKnifeGhost()
        {
            GameObject obj = AssetModule.GetSniperAssetBundle().LoadAsset <GameObject>(Properties.Resources.prefab__KnifeGhostPrefab);

            _ = obj.AddOrGetComponent <ProjectileGhostController>();

            VFXAttributes vfx = obj.AddOrGetComponent <VFXAttributes>();

            vfx.vfxPriority             = VFXAttributes.VFXPriority.Always;
            vfx.vfxIntensity            = VFXAttributes.VFXIntensity.Low;
            vfx.optionalLights          = null;
            vfx.secondaryParticleSystem = null;

            obj.transform.localScale = new Vector3(2f, 2f, 2f);

            return(obj);
        }
Exemple #5
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 internal static Texture GetPortraitIcon() => AssetModule.GetSniperAssetBundle().LoadAsset <Texture2D>(Properties.Resources.icon__PortraitIcon);//return null;