Esempio n. 1
0
 public void AdjustBrightness(float val, AdjustLightmap options)
 {
     if (last + val > Min && last + val < Max)
     {
         if (this.gameObject.isStatic && this.GetComponent <Renderer>() != null)
         {
             if (options == AdjustLightmap.Both)
             {
                 SetBrightness(LightmapSettings.lightmaps[this.GetComponent <Renderer>().lightmapIndex].lightmapColor, val);
                 SetBrightness(LightmapSettings.lightmaps[this.GetComponent <Renderer>().lightmapIndex].lightmapDir, val);
             }
             else if (options == AdjustLightmap.Far)
             {
                 SetBrightness(LightmapSettings.lightmaps[this.GetComponent <Renderer>().lightmapIndex].lightmapColor, val);
             }
             else if (options == AdjustLightmap.Near)
             {
                 SetBrightness(LightmapSettings.lightmaps[this.GetComponent <Renderer>().lightmapIndex].lightmapDir, val);
             }
         }
         //     last += level;
     }
     else
     {
         IsExecuting = false;
     }
 }
Esempio n. 2
0
    public void AdjustBrightnessCurve(AdjustLightmap options)
    {
        if (this.gameObject.isStatic && this.GetComponent <Renderer>() != null)
        {
            if (options == AdjustLightmap.Both)
            {
                SetBrightness(LightmapSettings.lightmaps[this.GetComponent <Renderer>().lightmapIndex].lightmapColor, currentCurveVal);
                SetBrightness(LightmapSettings.lightmaps[this.GetComponent <Renderer>().lightmapIndex].lightmapDir, currentCurveVal);
            }
            else if (options == AdjustLightmap.Far)
            {
                SetBrightness(LightmapSettings.lightmaps[this.GetComponent <Renderer>().lightmapIndex].lightmapColor, currentCurveVal);
            }
            else if (options == AdjustLightmap.Near)
            {
                SetBrightness(LightmapSettings.lightmaps[this.GetComponent <Renderer>().lightmapIndex].lightmapDir, currentCurveVal);
            }
        }



        //     last += level;
    }