public VignetteModeValue(VignetteModeParameter parameter) { value = parameter.value; overrideState = parameter.overrideState; }
public void Fill(VignetteModeParameter parameter) { parameter.value = value; parameter.overrideState = overrideState; }
//public float clip1, clip2; private void Start() { SetState(startState); _isinit = true; bloom.active = true; bloom.enabled.Override(true); bloom.enabled = new BoolParameter() { value = true, overrideState = false }; vignette.active = true; vignette.enabled.Override(true); vignette.enabled = new BoolParameter() { value = true, overrideState = true }; vignette.mode.overrideState = true; vignette.color.overrideState = true; vignette.mask.overrideState = true; vignette.opacity.overrideState = true; parameter = vignette.mode; parameter.value = VignetteMode.Masked; vignette.color.value = new Color(102, 0, 153, 30); Concent.overrideState = true; Concent.defaultState = TextureParameterDefault.White; vignette.mask.value = Concent.value; vignette.opacity.value = 0f; normalTimer = Stat.transDuration; gaugePerSecond = 100.0f / normalTimer; //clip1 = AnimationClipChange("PC_Anim_Attack_003_2"); _attack1Time = AnimationLength("PC_Anim_Attack_001") / 1.5f; _attack2Time = AnimationLength("PC_Anim_Attack_002") / 1.8f; _attack3Time = AnimationLength("PC_Anim_Attack_003_2") / 1.5f; _attackBack1 = AnimationLength("PC_Anim_Attack_Back_001") / 1.3f; _attackBack2 = AnimationLength("PC_Anim_Attack_Back_002") / 1.3f; _specialAnim = AnimationLength("PC_Anim_Transform_001"); _skill2Time = AnimationLength("PC_Anim_Skill_002"); _skill3Time = AnimationLength("PC_Anim_Skill_003"); isAttackOne = false; isAttackTwo = false; isAttackThree = false; for (int i = 0; i < 5; i++) { Skill1_Effects[i].SetActive(false); Skill1_Shoots[i].SetActive(false); Skill1_Special_Effects[i].SetActive(false); Skill1_Special_Shoots[i].SetActive(false); } //camManager = CameraManager.singleton; //camManager.Init(this.transform); shake = GameObject.Find("CameraRig").GetComponent <Shake>(); mainCamera = GameObject.Find("mainCam").GetComponent <Camera>(); followCam = shake.GetComponent <FollowCam>(); Skill1CTime = Stat.skillCTime[0]; Skill2CTime = Stat.skillCTime[1]; Skill3CTime = Stat.skillCTime[2]; for (int i = 0; i < Shields.Count; i++) { Shields[i].SetActive(false); } }