void Start() { //set up object and script references SunShaftsComponent = MainCamera.GetComponent <UnityStandardAssets.ImageEffects.SunShafts>(); ColorCorrectionCurvesComponent = MainCamera.GetComponent <UnityStandardAssets.ImageEffects.ColorCorrectionCurves>(); BloomOptimizedComponent = MainCamera.GetComponent <UnityStandardAssets.ImageEffects.BloomOptimized>(); // ChromaticAberrationComponent = MainCamera.GetComponent<UnityStandardAssets.ImageEffects.VignetteAndChromaticAberration>(); // AntiAliasingComponent = MainCamera.GetComponent<UnityStandardAssets.ImageEffects.Antialiasing>(); WeaponBehaviorComponents = WeaponObj.GetComponentsInChildren <WeaponBehavior>(true); FPSPlayerComponent = MainCamera.GetComponent <CameraControl>().FPSPlayerComponent; }
static public int get_greenChannel(IntPtr l) { try { UnityStandardAssets.ImageEffects.ColorCorrectionCurves self = (UnityStandardAssets.ImageEffects.ColorCorrectionCurves)checkSelf(l); pushValue(l, self.greenChannel); return(1); } catch (Exception e) { return(error(l, e)); } }
static public int UpdateParameters(IntPtr l) { try { UnityStandardAssets.ImageEffects.ColorCorrectionCurves self = (UnityStandardAssets.ImageEffects.ColorCorrectionCurves)checkSelf(l); self.UpdateParameters(); return(0); } catch (Exception e) { return(error(l, e)); } }
static public int get_mode(IntPtr l) { try { UnityStandardAssets.ImageEffects.ColorCorrectionCurves self = (UnityStandardAssets.ImageEffects.ColorCorrectionCurves)checkSelf(l); pushEnum(l, (int)self.mode); return(1); } catch (Exception e) { return(error(l, e)); } }
static public int constructor(IntPtr l) { try { UnityStandardAssets.ImageEffects.ColorCorrectionCurves o; o = new UnityStandardAssets.ImageEffects.ColorCorrectionCurves(); pushValue(l, o); return(1); } catch (Exception e) { return(error(l, e)); } }
static public int CheckResources(IntPtr l) { try { UnityStandardAssets.ImageEffects.ColorCorrectionCurves self = (UnityStandardAssets.ImageEffects.ColorCorrectionCurves)checkSelf(l); var ret = self.CheckResources(); pushValue(l, ret); return(1); } catch (Exception e) { return(error(l, e)); } }
static public int set_greenChannel(IntPtr l) { try { UnityStandardAssets.ImageEffects.ColorCorrectionCurves self = (UnityStandardAssets.ImageEffects.ColorCorrectionCurves)checkSelf(l); UnityEngine.AnimationCurve v; checkType(l, 2, out v); self.greenChannel = v; return(0); } catch (Exception e) { return(error(l, e)); } }
static public int set_colorCorrectionSelectiveShader(IntPtr l) { try { UnityStandardAssets.ImageEffects.ColorCorrectionCurves self = (UnityStandardAssets.ImageEffects.ColorCorrectionCurves)checkSelf(l); UnityEngine.Shader v; checkType(l, 2, out v); self.colorCorrectionSelectiveShader = v; return(0); } catch (Exception e) { return(error(l, e)); } }
static public int set_updateTextures(IntPtr l) { try { UnityStandardAssets.ImageEffects.ColorCorrectionCurves self = (UnityStandardAssets.ImageEffects.ColorCorrectionCurves)checkSelf(l); System.Boolean v; checkType(l, 2, out v); self.updateTextures = v; return(0); } catch (Exception e) { return(error(l, e)); } }
static public int set_mode(IntPtr l) { try { UnityStandardAssets.ImageEffects.ColorCorrectionCurves self = (UnityStandardAssets.ImageEffects.ColorCorrectionCurves)checkSelf(l); UnityStandardAssets.ImageEffects.ColorCorrectionCurves.ColorCorrectionMode v; checkEnum(l, 2, out v); self.mode = v; return(0); } catch (Exception e) { return(error(l, e)); } }
static public int set_saturation(IntPtr l) { try { UnityStandardAssets.ImageEffects.ColorCorrectionCurves self = (UnityStandardAssets.ImageEffects.ColorCorrectionCurves)checkSelf(l); System.Single v; checkType(l, 2, out v); self.saturation = v; return(0); } catch (Exception e) { return(error(l, e)); } }
void Awake() { //needed to "get" values from Stat when game begins meter1.Initialize(); meter2.Initialize(); meter3.Initialize(); meter4.Initialize(); meter5.Initialize(); meter6.Initialize(); //gets components colorChange = Camera.main.GetComponent <ColorCurvesManager> (); bloom = Camera.main.GetComponent <UnityStandardAssets.ImageEffects.BloomOptimized>(); aberration = Camera.main.GetComponent <UnityStandardAssets.ImageEffects.VignetteAndChromaticAberration>(); colorcurves = Camera.main.GetComponent <UnityStandardAssets.ImageEffects.ColorCorrectionCurves>(); }
void Awake() { colorcurves = Camera.main.GetComponent <UnityStandardAssets.ImageEffects.ColorCorrectionCurves>(); press = false; }
// Use this for initialization void Start () { ccc = (ColorCorrectionCurves) GetComponent(typeof(ColorCorrectionCurves)); audioSource = GetComponents<AudioSource> () [0]; }