private void ConfigureHighlightsFX(HighlightsFX fx) { fx.m_highlightColor = Color.yellow; fx.m_fillType = HighlightsFX.FillType.Outline; fx.m_selectionType = HighlightsFX.HighlightType.Glow; fx.m_sortingType = HighlightsFX.SortingType.Overlay; }
void Start() { outlineHighlight = FindObjectOfType <Camera>().GetComponent <HighlightsFX>(); rend = this.GetComponentInChildren <Renderer>(); outlineColor = new Color(1f, 1f, 1f, 1f); nextHeading = currentHeading; }
private void SetHighlightsFXReferences() { try { highlightsObject = HighlightsFX.prop_HighlightsFX_0; highlightMaterial = highlightsObject.field_Protected_Material_0; highlightMaterialName = highlightMaterial.name; highlightShader = highlightsObject.field_Protected_Shader_0; highlightShaderName = highlightShader.name; } catch (Exception e) { MelonLogger.Error(e.ToString()); } finally { if (ValidateHighlightsFXReferences()) { LogDebugMsg("Found HighlightsFX Object: " + highlightsObject.name); LogDebugMsg("HighlightsFX Material Name: " + highlightMaterialName); LogDebugMsg("HighlightsFX Shader Name: " + highlightShaderName); } else { MelonLogger.Error("Error finding HighlightsFX references!"); } } }
private void ClearAllReferences() { LogDebugMsg("Clearing object references."); highlightsObject = null; leftHandTether = null; rightHandTether = null; // Not necessary to clear these fields since they won't be changing // highlightMaterial= highlightsObject.field_Protected_Material_0; // highlightMaterialName = highlightsObject.field_Protected_Material_0.name; // highlightShader= highlightsObject.field_Protected_Shader_0; // highlightShaderName = highlightsObject.field_Protected_Shader_0.name; }
// Use this for initialization void Start() { CameraMovement = Camera.main.GetComponent <CameraMovement>(); mainGame = GameObject.Find("mainGame").GetComponent <mainGame>(); //fixme:應該減少使用GameObject.find SelectBoxTransform = transform.Find("SelectBox"); HighlightsFX = Camera.main.GetComponent <HighlightsFX>(); Depth = Camera.main.farClipPlane; IsDragModel = false; if (IsPcControl) { IsDragModel = true; } SelectBoxInitialize(); SelectFrameInitialize(); }
// Token: 0x06005472 RID: 21618 RVA: 0x001D2984 File Offset: 0x001D0D84 private void Awake() { if (HighlightsFX.Instance != null) { Debug.LogError("HighlightFX - more than one instance detected"); return; } HighlightsFX.Instance = this; this.CreateBuffers(); this.CreateMaterials(); this.m_blur = base.gameObject.AddComponent <BlurOptimized>(); this.m_blur.blurShader = this.BlurShader; this.m_blur.enabled = false; this.m_blur.blurSize = 2f; this.m_RTWidth = (int)((float)Screen.width / (float)this.m_resolution); this.m_RTHeight = (int)((float)Screen.height / (float)this.m_resolution); }
protected override void Awake() { base.Awake(); // Create a new game object to host UI camera var camObject = new GameObject("Pointer Input Camera"); camObject.transform.parent = gameObject.transform; // Create a new camera that will be used for raycasts pointerCamera = camObject.AddComponent <Camera>(); pointerCamera.cullingMask = layerMask; pointerCamera.nearClipPlane = 0.03f; pointerCamera.enabled = false; // Create the PhysicsRaycaster var physicsRaycaster = camObject.AddComponent <PhysicsRaycaster>(); physicsRaycaster.eventMask = layerMask; // Attach all PointerInput components to this module pointerInputs = Resources.FindObjectsOfTypeAll <PointerInput>(); _highlightsFX = Transform.FindObjectOfType <HighlightsFX>(); }
void Start() { highlight = camObject.GetComponentInChildren <HighlightsFX> (); }
public static void EnableOutline(this HighlightsFX instance, Renderer renderer, bool state) { instance.Method_Public_Renderer_Boolean_1(renderer, state); //First method to take renderer, bool parameters }
void Awake() { marqueeGraphics = new Texture2D(2, 2, TextureFormat.ARGB32, false); _highlightsFx = FindObjectOfType <HighlightsFX>(); }
// Token: 0x06005473 RID: 21619 RVA: 0x001D2A26 File Offset: 0x001D0E26 private void OnDestroy() { HighlightsFX.Instance = null; }