Esempio n. 1
0
    void Awake()
    {
        nightVis = GetComponent <NightVisionEffect>();

        UnityEngine.XR.InputTracking.Recenter();
        //ourDrone = GameObject.FindGameObjectWithTag("Player").gameObject;
        Input.gyro.enabled = true;
    }
    public void OnEnable()
    {
        rendererCamera       = Camera.main;
        isSupported          = true;
        m_CommandBuffers     = new Dictionary <Type, KeyValuePair <CameraEvent, CommandBuffer> >();
        renderTextureFactory = new RenderTextureFactory();
        m_Camera             = gameObject.GetComponent <Camera>();
        PostEffectModelContainer postEffectModel = Resources.Load("PostEffectModelContainer") as PostEffectModelContainer;

        blurEffect = new BlurEffect();
        blurEffect.renderTextureFactory = renderTextureFactory;
        blurEffectModel = postEffectModel.blurEffectModel;
        blurEffect.SetPostEffectModel <BlurEffectModel>(blurEffectModel);

        oldFilmEffect = new OldFilmEffect();
        oldFilmEffect.renderTextureFactory = renderTextureFactory;
        oldFilmEffectModel = postEffectModel.oldFilmEffectModel;
        oldFilmEffect.SetPostEffectModel <OldFilmEffectModel>(oldFilmEffectModel);

        nightVisionEffect = new NightVisionEffect();
        nightVisionEffect.renderTextureFactory = renderTextureFactory;
        nightVisionEffectModel = postEffectModel.nightVisionEffectModel;
        nightVisionEffect.SetPostEffectModel <NightVisionEffectModel>(nightVisionEffectModel);

        ambientOcclusionEffect = new AmbientOcclusionEffect();
        ambientOcclusionEffect.renderTextureFactory = renderTextureFactory;
        ambientOcclusionModel = postEffectModel.ambientOcclusionModel;
        ambientOcclusionEffect.SetPostEffectModel(ambientOcclusionModel);

        postEffectList.Add(blurEffect);
        postEffectList.Add(oldFilmEffect);
        postEffectList.Add(nightVisionEffect);
        postEffectList.Add(ambientOcclusionEffect);

        for (int i = 0; i < postEffectList.Count; i++)
        {
            BasePostEffect postEffect = postEffectList[i];
            postEffect.OnEnable();
        }
        CheckResources();
    }