// Use this for initialization void Start() { enemies = new List <FollowPlayer>(); temperature = fadedOutTemperature; colorGrading = profile.colorGrading; var linear = new AnimationCurve(); linear.AddKey(0, 0); linear.AddKey(1, 1); masterCurve = new ColorGradingCurve(linear, 0, false, new Vector2(0, 1)); redCurve = new ColorGradingCurve(linear, 0, false, new Vector2(0, 1)); }
private static void WriteColorCurve(List <string> lines, string name, ColorGradingCurve curve, int indentation) { lines.Append(name, indentation); lines.Append("{", indentation); lines.Append("Zero = " + curve.ZeroValue, indentation + 1); lines.Append("IsLooped = " + curve.IsLooped, indentation + 1); lines.Append("Bounds = " + curve.Range, indentation + 1); lines.Append("Curve", indentation + 1); lines.Append("{", indentation + 1); Keyframe[] keys = curve.curve.keys; for (int i = 0; i < keys.Length; i++) { lines.Append("Key = " + keys[i].Convert(), indentation + 2); } lines.Append("}", indentation + 1); lines.Append("}", indentation); }
static void Write(string ttab, string qtab, string name, ColorGradingCurve value, ColorGradingCurve defaultValue, ref List <string> data) { if (value.Equals(defaultValue)) { data.Add(ttab + name); data.Add(ttab + "{"); Write(qtab, "zero", value.ZeroValue, 0f, ref data); Write(qtab, "loop", value.IsLooped, false, ref data); Write(qtab, "bounds", value.Range, Vector2.zero, ref data); foreach (Keyframe key in value.curve.keys) { data.Add(qtab + "key = " + key.time + ", " + key.value + ", " + key.inTangent + ", " + key.outTangent); } data.Add(ttab + "}"); } }