// Methods public static void CheckAndLockCursor() { if (Input.GetKeyUp(KeyCode.LeftControl)) { isCtrlKeyDown = false; } if (Input.GetKeyDown(KeyCode.LeftControl) && !isCtrlKeyDown) { if (CtrlFlag) { FightUIInterface.ShowPromptText("原始操作模式", 1, 1f); CtrlFlag = false; } else { FightUIInterface.ShowPromptText("新增操作模式", 1, 1f); CtrlFlag = true; } isCtrlKeyDown = true; } if (CtrlFlag) { GameStateManager.GameState state = Main.stateMgr.getCurrState(); if (!MainMenu.InjectedField && ((state == GameStateManager.GameState.Fighting) || (state == GameStateManager.GameState.Normal))) { Screen.lockCursor = true; Screen.showCursor = false; return; } } Screen.lockCursor = false; Screen.showCursor = true; }
public static void CheckTogglePauseGame() { if (Input.GetKeyUp(KeyCode.Escape)) { isEscKeyDown = false; } if (!isEscKeyDown && Input.GetKeyDown(KeyCode.Escape)) { isPaused = !isPaused; isEscKeyDown = true; if (isPaused) { FightUIInterface.ShowPromptText("暂停", 1, 1f); Time.timeScale = 0f; } else { FightUIInterface.ShowPromptText("继续", 1, 1f); Time.timeScale = 1f; } } }
public static void CheckToggleSaturationCorrection() { GameObject obj2 = GameObject.FindWithTag("MainCamera"); if (obj2 != null) { if (Input.GetKeyUp(KeyCode.F12)) { isF12KeyDown = false; } if (!isF12KeyDown && Input.GetKeyDown(KeyCode.F12)) { if (iniHelper == null) { iniHelper = new IniHelper(Application.dataPath + "/Managed/new.ini"); } TM_Enable = (iniHelper.ReadValue("Graphics Enhance", "ToneMapping") == "1") ? true : false; SSAO_Enable = (iniHelper.ReadValue("Graphics Enhance", "SSAO") == "1") ? true : false; CE_Enable = (iniHelper.ReadValue("Graphics Enhance", "ContrastEnhance") == "1") ? true : false; CS_Enable = (iniHelper.ReadValue("Graphics Enhance", "ContrastStretch") == "1") ? true : false; Bloom_Enable = (iniHelper.ReadValue("Graphics Enhance", "Bloom") == "1") ? true : false; Tonemapping TM = obj2.GetComponent <Tonemapping> (); SSAOEffect SSAO = obj2.GetComponent <SSAOEffect>(); ContrastEnhance CE = obj2.GetComponent <ContrastEnhance> (); BloomAndLensFlares bloom = obj2.GetComponent <BloomAndLensFlares> (); ContrastStretchEffect CS = obj2.GetComponent <ContrastStretchEffect> (); QualitySettings.antiAliasing = 4; if (CS == null) { CS = obj2.AddComponent <ContrastStretchEffect> (); CS.shaderAdapt = Shader.Find("Hidden/Contrast Stretch Adaptation"); CS.shaderApply = Shader.Find("Hidden/Contrast Stretch Apply"); CS.shaderLum = Shader.Find("Hidden/Contrast Stretch Luminance"); CS.shaderReduce = Shader.Find("Hidden/Contrast Stretch Reduction"); } if (bloom == null) { bloom = obj2.AddComponent <BloomAndLensFlares> (); bloom.addBrightStuffOneOneShader = Shader.Find("Hidden/BlendOneOne"); bloom.brightPassFilterShader = Shader.Find("Hidden/BrightPassFilterForBloom"); bloom.hollywoodFlaresShader = Shader.Find("Hidden/MultipassHollywoodFlares"); bloom.lensFlareShader = Shader.Find("Hidden/LensFlareCreate"); bloom.screenBlendShader = Shader.Find("Hidden/Blend"); bloom.separableBlurShader = Shader.Find("Hidden/SeparableBlurPlus"); bloom.vignetteShader = Shader.Find("Hidden/VignetteShader"); } if (TM == null) { TM = obj2.AddComponent <Tonemapping> (); TM.tonemapper = Shader.Find("Hidden/Tonemapper"); TM.type = Tonemapping.TonemapperType.AdaptiveReinhardAutoWhite; } if (SSAO == null) { SSAO = obj2.AddComponent <SSAOEffect>(); SSAO.m_SSAOShader = Shader.Find("Hidden/SSAO"); obj2.camera.farClipPlane = 1000; } FightUIInterface.uiInterface.cheatWindow.Open(); //Main.actorMgr.SwitchControlActor (); if (CE == null) { CE = obj2.AddComponent <ContrastEnhance> (); CE.contrastCompositeShader = Shader.Find("Hidden/ContrastComposite"); CE.separableBlurShader = Shader.Find("Hidden/SeparableBlurPlus"); } isF12KeyDown = true; if (!SaturationCorrectionFlag) { FightUIInterface.ShowPromptText("画面增强打开", 1, 1f); SaturationCorrectionFlag = true; if (TM) { TM.enabled = TM_Enable; } if (SSAO) { SSAO.enabled = SSAO_Enable; SSAO.m_Radius = 0.8f; SSAO.m_SampleCount = SSAOEffect.SSAOSamples.Medium; SSAO.m_OcclusionIntensity = 2.4f; SSAO.m_Downsampling = 2; SSAO.m_MinZ = 0.8f; } if (CE) { CE.enabled = CE_Enable; } if (bloom) { bloom.enabled = Bloom_Enable; } if (CS) { CS.enabled = CS_Enable; } } else { FightUIInterface.ShowPromptText("画面增强关闭", 1, 1f); SaturationCorrectionFlag = false; //component.enabled = false; if (SSAO) { SSAO.enabled = false; } if (CE) { CE.enabled = false; } if (TM) { TM.enabled = false; } if (bloom) { bloom.enabled = false; } if (CS) { CS.enabled = false; } } //FightUIInterface.ShowPromptText (SSAO_Enable ? "SSAO ON" : "SSAO OFF"); } } //FightUIInterface.ShowPromptText (Application.unityVersion.ToString ()); }