async Task <Uri> Noise(int EffectPercentage)
        {
            var level = NoiseLevel.Minimum;

            if (EffectPercentage <= 35)
            {
                level = NoiseLevel.Minimum;
            }
            else if (EffectPercentage > 70)
            {
                level = NoiseLevel.Maximum;
            }
            else
            {
                level = NoiseLevel.Medium;
            }
            using (var source = new StorageFileImageSource(imageStorageFile))
                using (var contrastEffect = new ContrastEffect(source)
                {
                    Level = 0.6
                })
                    using (var sharpnessEffect = new NoiseEffect(contrastEffect)
                    {
                        Level = level
                    })
                    {
                        LastEffect = sharpnessEffect;
                        return(await SaveToImage());
                    }
        }
Esempio n. 2
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    void Start()
    {
        bloomScript    = GetComponent <BloomAndLensFlares>();
        vignetteScript = GetComponent <Vignetting>();
        noiseScript    = GetComponent <NoiseEffect>();

        if (bloomScript)
        {
            hasBloom = true;
        }
        else
        {
            hasBloom = false;
        }

        if (vignetteScript)
        {
            hasVignetting = true;
        }
        else
        {
            hasVignetting = false;
        }

        if (noiseScript)
        {
            hasNoise = true;
        }
        else
        {
            hasNoise = false;
        }
    }
    // Use this for initialization
    void Awake()
    {
        _Instance    = this;
        IsMovePlayer = false;

        /*if (GlobalData.GetInstance().gameMode == GameMode.SoloMode) {
         *      IsMovePlayer = false;
         * }
         * else {
         *      IsMovePlayer = true;
         * }*/
        NoiseScript              = GetComponent <NoiseEffect>();
        ScreenOverScript         = GetComponent <ScreenOverlay>();
        ScreenOverScript.enabled = false;

        GmObj  = gameObject;
        GmTran = transform;
        InitCamPathInfo();

        if (CamPathTest != null)
        {
            Invoke("TestDelayMoveCamera", 1f);
        }
        InputEventCtrl.GetInstance().ClickStartBtOneEvent += clickStartBtOneEvent;
    }
Esempio n. 4
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 // Use this for initialization
 void Start()
 {
     motionBlur = this.GetComponent<MotionBlur>();
     noiseEffect = this.GetComponent<NoiseEffect>();
     PlayerMovement.Instance.RewindBegin += () => {
         applyEffects();
     };
     PlayerMovement.Instance.RewindEnd += () => {
         removeEffects();
     };
 }
Esempio n. 5
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    void Awake()
    {
        Services.DrugCameraEffects = this;

        sun = this.GetComponent<SunShafts>();

        noiseEffect = this.GetComponent<NoiseEffect>();
        vortexEffect = this.GetComponent<VortexEffect>();
        blur = this.GetComponent<Blur>();
        trailRenderer = GameObject.Find("John").GetComponent<TrailRenderer>();

        Services.GameState.PlayerState.WeedChangedEvent += HandleWeedChangedEvent;
    }
Esempio n. 6
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 // Use this for initialization
 /// <summary>
 /// Called when a CameraManagerTetris element is instantiate (when the scene is loading).
 /// We use it for initialisation. Ensures camera positions (different for mobile or pc)
 /// Shortcuts to access camera effect are created.
 /// </summary>
 /// <returns>void</returns>
 void Start()
 {
     if (Application.isMobilePlatform)
     {
         main.transform.position = new Vector3(0, 10f, -10);
     }
     else
     {
         main.transform.position = new Vector3(4.5f, 10f, -10);
     }
     blur  = main.GetComponent <Blur>() as Blur;
     noise = main.GetComponent <NoiseEffect>() as NoiseEffect;
     setParamId(0);
 }
Esempio n. 7
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 void Start()
 {
     mainCamera          = Camera.main;
     cameraNoise         = Camera.main.gameObject.GetComponent <NoiseEffect>();
     timeTakenDuringLerp = captureTime / 2;
     _count           = 0;
     _clockTransforms = new Queue <Capture>();
     boyController    = GetComponent <BoyController>();
     rigidBody        = GetComponent <Rigidbody2D>();
     _movedBack       = true;
     _stillLerping    = false;
     bntClicked       = false;
     btnClock.onClick.AddListener(btnClicked);
 }
Esempio n. 8
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        public override void Init(RendererBase <ToyWorld> renderer, ToyWorld world, PostprocessingSettings settings)
        {
            Settings = settings;

            if (Settings.EnabledPostprocessing.HasFlag(RenderRequestPostprocessing.Noise))
            {
                if (m_noiseEffect == null)
                {
                    m_noiseEffect = renderer.EffectManager.Get <NoiseEffect>();
                }
                renderer.EffectManager.Use(m_noiseEffect); // Need to use the effect to set uniforms
                m_noiseEffect.ViewportSizeUniform((Vector2I)Owner.Resolution);
                m_noiseEffect.SceneTextureUniform((int)RenderRequestBase.TextureBindPosition.PostEffectTextureBindPosition);
            }
        }
Esempio n. 9
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    void Start()
    {
        noiseEffect = Camera.main.GetComponent<NoiseEffect>();

        if( noiseEffect )
        {
            noiseEffect.grainIntensityMin = fromGrainIntensityMin;
            noiseEffect.grainIntensityMax = fromGrainIntensityMax;
            noiseEffect.scratchIntensityMin = fromScratchIntensityMin;
            noiseEffect.scratchIntensityMax = fromScratchIntensityMax;

            noiseEffect.enabled = true;
            StartCoroutine( "DoNoiseFade" );
        }
    }
Esempio n. 10
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        public AIStateWandering(ArtificialIntelligence brains, float searchDistance, Transform pathRoot, Image suspentionBar) : base(brains)
        {
            _searchDistance = searchDistance;
            State           = EAIState.Wandering;

            _movementController = new SequentialMovement(pathRoot.GetComponentsInChildren <Transform>(),
                                                         _masterBrain.MovableObject,
                                                         true);
            _bellCreepy    = Resources.Load <AudioClip>("Sounds/bellCreepy");
            _whispering    = Resources.Load <AudioClip>("Sounds/whisper");
            _effect        = GameObject.FindObjectOfType <NoiseEffect>();
            _player        = GameObject.FindObjectOfType <PlayerBehaviour>();
            _suspentionBar = suspentionBar;
            _guardBrains   = (GuardBrains)brains;
        }
Esempio n. 11
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    // ----------------------------------------
    //  FADING METHOD
    // ----------------------------------------

    public void OnGUI()
    {
        _RectToFade = MathHelper.ViewportRectToScreenRect(this.camera.rect);

        if (this.camera.rect.height < 1)
        {
            _RectToFade.y = 0;
        }

        // Fade alpha if active
        if ((fadeDirection == -1 && currentAlpha > targetAlpha) ||
            (fadeDirection == 1 && currentAlpha < targetAlpha))
        {
            // Advance fade by fraction of full fade time
            currentAlpha += (fadeDirection * alphaDifference) * (Time.deltaTime / currentDuration);
            // Clamp to 0-1
            currentAlpha = Mathf.Clamp01(currentAlpha);
        }
        NoiseEffect noise = GetComponent <NoiseEffect>();

        // Draw only if not transculent
        if (currentAlpha > 0)
        {
            // Draw texture at depth
            alphaColor.a = currentAlpha;
            GUI.color    = alphaColor;
            GUI.depth    = guiDepth;

            GUI.Label(_RectToFade, dummyTex, backgroundStyle);

            if (UseNoiseEffect)
            {
                noise.grainIntensityMin = currentAlpha * 4;
                noise.grainIntensityMax = currentAlpha * 5;

                //Debug.Log(1 - currentAlpha);
            }
        }
        else
        {
            noise.grainIntensityMin = 0;
            noise.grainIntensityMax = 0;
        }
    }
Esempio n. 12
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    void Start()
    {
        base.isLocalPlayer = true;
        GeneralVariables.cachedSpectCam = cachedSpectCam;
        uic       = GeneralVariables.uiController;
        rattleTSS = equipmentRattleSource.GetComponent <TimeScaleSound>();

        healthBar         = uic.healthBar;
        healthText        = uic.healthText;
        shieldBar         = uic.shieldBar;
        shieldText        = uic.shieldText;
        staminaBar        = uic.staminaBar;
        shieldTexture     = uic.shieldTexture;
        ne                = uic.guiCamera.GetComponent <NoiseEffect>();
        disE              = uic.guiCamera.GetComponent <DistortionEffect>();
        staminaBackground = staminaBar.backgroundWidget;
        defStaminaBGCol   = staminaBackground.color;
        bloodyScreen      = uic.bloodyScreen;
        flickeringGUI     = uic.flickeringPanels;
        sa                = uic.screenAdjustment;

        bloodyScreen.material.color = DarkRef.SetAlpha(bloodyScreen.material.color, 0f);

        PlayerReference pr = GeneralVariables.playerRef;

        pm         = GetComponent <PlayerMovement>();
        playerLook = GetComponent <PlayerLook>();
        vignetting = cam.GetComponent <VignettingC>();

        damageBreathBoost  = 0f;
        ne.grainIntensity  = 0f;
        disE.baseIntensity = 0f;
        guiSizeModH        = guiSizeModS = 1f;
        healthBar.value    = 0f;
        shieldBar.value    = 0f;
        breathFactor       = 1f;
        hearingPenalty     = 1f;
        standardFreq       = 5000f;

        wm = pr.wm;
        wc = pr.wc;

        shieldAlpha      = 0f;
        finalShAlpha     = 0f;
        flickerIntensity = 0.5f;
        percent          = 1f;
        shPercent        = 1f;
        recovering       = true;
        canSprint        = true;
        initTime         = Time.time;

        damageIDs       = new List <byte>();
        damageInflicted = new List <int>();
        killerID        = -1;
        headID          = -1;
        lastWeaponID    = -1;
        builtData       = "";

        //Initialize values.
        curHealth = maxHealth;
        curShield = maxShield;
        AntiHackSystem.ProtectInt("maxHealth", maxHealth);
        AntiHackSystem.ProtectInt("maxShield", maxShield);

        oldHealth = curHealth;
        oldShield = curShield;
    }
Esempio n. 13
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 public void Add(NoiseEffect ne)
 {
     transforms.capacity = transforms.length + 1;
     transforms.Add(ne.transform);
     numJobs++;
 }
    // Use this for initialization
    void Start()
    {
        heartRateMonitor = 1f;
        transformedForward = new Vector3();
        finalThrust = new Vector3();
        powerVomitCharged = false;

        initialRotation = transform.rotation;

        bloom = Camera.mainCamera.GetComponent("Bloom") as Bloom;
        noise = Camera.mainCamera.GetComponent("NoiseEffect") as NoiseEffect;
        colour = Camera.mainCamera.GetComponent("ColorCorrectionCurves") as ColorCorrectionCurves;
        particleStartSize = particleStartSize;
        Reset();
    }