Esempio n. 1
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    private void Start()
    {
        lightingImageEffect_ = SceneGlobals.Instance.LightingImageEffect;
        startLight_          = LightingImageEffect.Instance.CurrentValues;
        baseAmbientColor_    = LightingImageEffect.Instance.CurrentValues.AmbientLight;
        ScaleAmbientLight(0.6f);
        nextFlash = Time.time + 2 + Random.value;

        CurrentRunData.Instance.Boss1Attempts++;

        golemKing_ = FindObjectOfType <GolemKingController>();

        miniGolems_ = FindObjectsOfType <MiniGolemController>();
        golems_     = FindObjectsOfType <GolemController>();
        for (int i = 0; i < golems_.Length; ++i)
        {
            golems_[i].gameObject.SetActive(false);
        }

        GameEvents.OnGolemKingCallingForHelp += GameEvents_OnGolemKingCallingForHelp;
        GameEvents.OnAllEnemiesKilled        += GameEvents_OnAllEnemiesKilled;

        nextLevelPortal_ = GameSceneLogic.Instance.NextLevelPortal;
        nextLevelPortal_.gameObject.SetActive(true);
        nextLevelPortal_.transform.position = Vector3.right * 800;

        Chest.SetActive(false);
    }
Esempio n. 2
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 public void FlashColor(LightingEffectSettings flashTarget, AnimationCurve flashCurve, float flashTimeMs)
 {
     flash_          = flashTarget;
     flashTimeMs_    = flashTimeMs;
     flashCurve_     = flashCurve;
     flashStartTime_ = Time.unscaledTime;
 }
Esempio n. 3
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 public void CopyTo(LightingEffectSettings other)
 {
     other.AmbientLight       = AmbientLight;
     other.Brightness         = Brightness;
     other.MonochromeAmount   = MonochromeAmount;
     other.MonochromeFactorR  = MonochromeFactorR;
     other.MonochromeFactorG  = MonochromeFactorG;
     other.MonochromeFactorB  = MonochromeFactorB;
     other.MonochromeDisplayR = MonochromeDisplayR;
     other.MonochromeDisplayG = MonochromeDisplayG;
     other.MonochromeDisplayB = MonochromeDisplayB;
 }
Esempio n. 4
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    private void Awake()
    {
        Instance = this;

        CurrentValues = new LightingEffectSettings();
        target_       = new LightingEffectSettings();

        id_LightingTex        = Shader.PropertyToID("_LightingTex");
        id_Brightness         = Shader.PropertyToID("_Brightness");
        id_MonochromeAmount   = Shader.PropertyToID("_MonochromeAmount");
        id_MonochromeFactorR  = Shader.PropertyToID("_MonochromeFactorR");
        id_MonochromeFactorG  = Shader.PropertyToID("_MonochromeFactorG");
        id_MonochromeFactorB  = Shader.PropertyToID("_MonochromeFactorB");
        id_MonochromeDisplayR = Shader.PropertyToID("_MonochromeDisplayR");
        id_MonochromeDisplayG = Shader.PropertyToID("_MonochromeDisplayG");
        id_MonochromeDisplayB = Shader.PropertyToID("_MonochromeDisplayB");
        id_Darkness           = Shader.PropertyToID("_Darkness");
        id_AspectRatio        = Shader.PropertyToID("_AspectRatio");

        SetBaseColor(StartValues);
    }
Esempio n. 5
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 void SetLighting(LightingEffectSettings settings)
 {
     activeLightingSettings_ = settings;
     lightingImageEffect_.SetBaseColor(activeLightingSettings_);
 }
Esempio n. 6
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 void LightingFadeTo(LightingEffectSettings settings, float transitionSpeed = 30)
 {
     activeLightingSettings_ = settings;
     lightingImageEffect_.SetBaseColorTarget(activeLightingSettings_, transitionSpeed: transitionSpeed);
 }
Esempio n. 7
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 public void SetBaseColor(LightingEffectSettings baseColor)
 {
     target_ = baseColor;
     target_.CopyTo(CurrentValues);
     target_.CopyTo(transitionValues_);
 }
Esempio n. 8
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 public void SetBaseColorTarget(LightingEffectSettings target, float transitionSpeed = 30)
 {
     target_ = target ?? throw new NullReferenceException();
     baseTransitionSpeed_ = transitionSpeed;
 }