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);
        }
    }