Esempio n. 1
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        public void Clone(Bloom src)
        {
            tweakMode       = src.tweakMode;
            screenBlendMode = src.screenBlendMode;

            hdr = src.hdr;

            sepBlurSpread = src.sepBlurSpread;

            quality = src.quality;

            bloomIntensity      = src.bloomIntensity;
            bloomThreshold      = src.bloomThreshold;
            bloomThresholdColor = src.bloomThresholdColor;
            bloomBlurIterations = src.bloomBlurIterations;

            hollywoodFlareBlurIterations = src.hollywoodFlareBlurIterations;
            flareRotation       = src.flareRotation;
            lensflareMode       = src.lensflareMode;
            hollyStretchWidth   = src.hollyStretchWidth;
            lensflareIntensity  = src.lensflareIntensity;
            lensflareThreshold  = src.lensflareThreshold;
            lensFlareSaturation = src.lensFlareSaturation;
            flareColorA         = new Color(src.flareColorA.r, src.flareColorA.g, src.flareColorA.b, src.flareColorA.a);
            flareColorB         = new Color(src.flareColorB.r, src.flareColorB.g, src.flareColorB.b, src.flareColorB.a);
            flareColorC         = new Color(src.flareColorC.r, src.flareColorC.g, src.flareColorC.b, src.flareColorC.a);
            flareColorD         = new Color(src.flareColorD.r, src.flareColorD.g, src.flareColorD.b, src.flareColorD.a);
        }
Esempio n. 2
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    void Awake()
    {
        bloom = GetComponent<UnityStandardAssets.ImageEffects.Bloom>();

        initialIntensity = bloom.bloomIntensity;
        currentIntensity = initialIntensity;
        initialThreshold = bloom.bloomThreshold;
        currentThreshold = initialThreshold;
    }
 static public int get_flareColorD(IntPtr l)
 {
     try {
         UnityStandardAssets.ImageEffects.Bloom self = (UnityStandardAssets.ImageEffects.Bloom)checkSelf(l);
         pushValue(l, self.flareColorD);
         return(1);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
 static public int get_hollyStretchWidth(IntPtr l)
 {
     try {
         UnityStandardAssets.ImageEffects.Bloom self = (UnityStandardAssets.ImageEffects.Bloom)checkSelf(l);
         pushValue(l, self.hollyStretchWidth);
         return(1);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
 static public int get_lensFlareVignetteMask(IntPtr l)
 {
     try {
         UnityStandardAssets.ImageEffects.Bloom self = (UnityStandardAssets.ImageEffects.Bloom)checkSelf(l);
         pushValue(l, self.lensFlareVignetteMask);
         return(1);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
 static public int get_brightPassFilterShader(IntPtr l)
 {
     try {
         UnityStandardAssets.ImageEffects.Bloom self = (UnityStandardAssets.ImageEffects.Bloom)checkSelf(l);
         pushValue(l, self.brightPassFilterShader);
         return(1);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
 static public int get_bloomBlurIterations(IntPtr l)
 {
     try {
         UnityStandardAssets.ImageEffects.Bloom self = (UnityStandardAssets.ImageEffects.Bloom)checkSelf(l);
         pushValue(l, self.bloomBlurIterations);
         return(1);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
 static public int get_screenBlendMode(IntPtr l)
 {
     try {
         UnityStandardAssets.ImageEffects.Bloom self = (UnityStandardAssets.ImageEffects.Bloom)checkSelf(l);
         pushEnum(l, (int)self.screenBlendMode);
         return(1);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
 static public int constructor(IntPtr l)
 {
     try {
         UnityStandardAssets.ImageEffects.Bloom o;
         o = new UnityStandardAssets.ImageEffects.Bloom();
         pushValue(l, o);
         return(1);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
 static public int CheckResources(IntPtr l)
 {
     try {
         UnityStandardAssets.ImageEffects.Bloom self = (UnityStandardAssets.ImageEffects.Bloom)checkSelf(l);
         var ret = self.CheckResources();
         pushValue(l, ret);
         return(1);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
 static public int Copy(IntPtr l)
 {
     try {
         UnityStandardAssets.ImageEffects.Bloom self = (UnityStandardAssets.ImageEffects.Bloom)checkSelf(l);
         UnityStandardAssets.ImageEffects.Bloom a1;
         checkType(l, 2, out a1);
         self.Copy(a1);
         return(0);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
 static public int set_lensFlareSaturation(IntPtr l)
 {
     try {
         UnityStandardAssets.ImageEffects.Bloom self = (UnityStandardAssets.ImageEffects.Bloom)checkSelf(l);
         System.Single v;
         checkType(l, 2, out v);
         self.lensFlareSaturation = v;
         return(0);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
 static public int set_hollywoodFlareBlurIterations(IntPtr l)
 {
     try {
         UnityStandardAssets.ImageEffects.Bloom self = (UnityStandardAssets.ImageEffects.Bloom)checkSelf(l);
         System.Int32 v;
         checkType(l, 2, out v);
         self.hollywoodFlareBlurIterations = v;
         return(0);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
 static public int set_lensFlareVignetteMask(IntPtr l)
 {
     try {
         UnityStandardAssets.ImageEffects.Bloom self = (UnityStandardAssets.ImageEffects.Bloom)checkSelf(l);
         UnityEngine.Texture2D v;
         checkType(l, 2, out v);
         self.lensFlareVignetteMask = v;
         return(0);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
 static public int set_flareColorD(IntPtr l)
 {
     try {
         UnityStandardAssets.ImageEffects.Bloom self = (UnityStandardAssets.ImageEffects.Bloom)checkSelf(l);
         UnityEngine.Color v;
         checkType(l, 2, out v);
         self.flareColorD = v;
         return(0);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
 static public int set_tweakMode(IntPtr l)
 {
     try {
         UnityStandardAssets.ImageEffects.Bloom           self = (UnityStandardAssets.ImageEffects.Bloom)checkSelf(l);
         UnityStandardAssets.ImageEffects.Bloom.TweakMode v;
         checkEnum(l, 2, out v);
         self.tweakMode = v;
         return(0);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
 static public int set_brightPassFilterShader(IntPtr l)
 {
     try {
         UnityStandardAssets.ImageEffects.Bloom self = (UnityStandardAssets.ImageEffects.Bloom)checkSelf(l);
         UnityEngine.Shader v;
         checkType(l, 2, out v);
         self.brightPassFilterShader = v;
         return(0);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
 static public int OnRenderImage(IntPtr l)
 {
     try {
         UnityStandardAssets.ImageEffects.Bloom self = (UnityStandardAssets.ImageEffects.Bloom)checkSelf(l);
         UnityEngine.RenderTexture a1;
         checkType(l, 2, out a1);
         UnityEngine.RenderTexture a2;
         checkType(l, 3, out a2);
         self.OnRenderImage(a1, a2);
         return(0);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
Esempio n. 19
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 public void Copy(Bloom src)
 {
     this.Clone(src);
 }
Esempio n. 20
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 void Start()
 {
     bloom = Camera.main.GetComponent<UnityStandardAssets.ImageEffects.Bloom>();
     vignette = Camera.main.GetComponent<UnityStandardAssets.ImageEffects.VignetteAndChromaticAberration>();
 }
 void Awake()
 {
     bloom = GetComponent<UnityStandardAssets.ImageEffects.Bloom>();
 }
Esempio n. 22
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		// initialization
		public void init (string playerId , Transform characterTransform)
		{
			if (_initiated)
				return;

			_isOffline = GameObject.FindObjectOfType<PlayersManager> ().isOffline;

			if (!_isOffline) {
				// Online
				_twirl = GetComponent<Twirl> ();

				var combats = FindObjectsOfType<Combat> ();
				_combat = combats.FirstOrDefault (c => c.isLocalPlayer);

				var weaponHolderControllers = FindObjectsOfType<WeaponHolder> ();
				_weaponHolder = weaponHolderControllers.FirstOrDefault (w => w.transform.GetComponentInParent<Combat> ().isLocalPlayer);

				_character = characterTransform;

				_cam = GetComponent<Camera> ();
				//minZDist = _cam.transform.position.z;

			} else {
				// Offline
				_startPosition = transform.position;
			}

			bloom = GetComponent<Bloom>();

			_initiated = true; 
		}