Esempio n. 1
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 public WaterfallEffect(string parent, WaterfallModel mdl)
 {
     parentName             = parent;
     model                  = mdl;
     TemplatePositionOffset = Vector3.zero;
     TemplateRotationOffset = Vector3.zero;
     TemplateScaleOffset    = Vector3.one;
     fxModifiers            = new List <EffectModifier>();
 }
Esempio n. 2
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        public WaterfallEffect(string parent, WaterfallModel mdl, WaterfallEffectTemplate templateOwner)
        {
            parentName = parent;
            model      = mdl;

            parentTemplate         = templateOwner;
            TemplatePositionOffset = parentTemplate.position;
            TemplateRotationOffset = parentTemplate.rotation;
            TemplateScaleOffset    = parentTemplate.scale;
            fxModifiers            = new List <EffectModifier>();
        }
Esempio n. 3
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        /// <summary>
        /// Load the node from config
        /// </summary>
        /// <param name="node"></param>
        public void Load(ConfigNode node)
        {
            savedNode = node;
            node.TryGetValue("name", ref name);

            if (!node.TryGetValue("parentName", ref parentName))
            {
                Utils.LogError(String.Format("[WaterfallEffect]: EFFECT with name {0} does not define parentName, which is required", name));
                return;
            }
            model       = new WaterfallModel(node.GetNode(WaterfallConstants.ModelNodeName));
            fxModifiers = new List <EffectModifier>();

            // types
            ConfigNode[] positionNodes = node.GetNodes(WaterfallConstants.PositionModifierNodeName);
            ConfigNode[] rotationNodes = node.GetNodes(WaterfallConstants.RotationModifierNodeName);
            ConfigNode[] scalingNodes  = node.GetNodes(WaterfallConstants.ScaleModifierNodeName);
            ConfigNode[] colorNodes    = node.GetNodes(WaterfallConstants.ColorModifierNodeName);
            ConfigNode[] uvOffsetNodes = node.GetNodes(WaterfallConstants.UVScrollModifierNodeName);
            ConfigNode[] floatNodes    = node.GetNodes(WaterfallConstants.FloatModifierNodeName);

            foreach (ConfigNode subNode in positionNodes)
            {
                fxModifiers.Add(new EffectPositionModifier(subNode));
            }
            foreach (ConfigNode subNode in rotationNodes)
            {
                fxModifiers.Add(new EffectRotationModifier(subNode));
            }
            foreach (ConfigNode subNode in scalingNodes)
            {
                fxModifiers.Add(new EffectScaleModifier(subNode));
            }
            foreach (ConfigNode subNode in colorNodes)
            {
                fxModifiers.Add(new EffectColorModifier(subNode));
            }
            foreach (ConfigNode subNode in uvOffsetNodes)
            {
                fxModifiers.Add(new EffectUVScrollModifier(subNode));
            }
            foreach (ConfigNode subNode in floatNodes)
            {
                fxModifiers.Add(new EffectFloatModifier(subNode));
            }
        }