public void Change() { LightmapData[] lightmapDataArray = new LightmapData[this.light.Length]; for (int index = 0; index < lightmapDataArray.Length; ++index) { LightmapData lightmapData = new LightmapData(); lightmapData.set_lightmapDir(this.dir[index]); lightmapData.set_lightmapColor(this.light[index]); lightmapDataArray[index] = lightmapData; } LightmapSettings.set_lightmaps(lightmapDataArray); LightmapSettings.set_lightProbes(this.lightProbes); LightmapSettings.set_lightmapsMode(this.lightmapsMode); if (Object.op_Inequality((Object)this.cubemap, (Object)null)) { RenderSettings.set_customReflection(this.cubemap); RenderSettings.set_defaultReflectionMode((DefaultReflectionMode)1); } else { RenderSettings.set_defaultReflectionMode((DefaultReflectionMode)0); } if (this.fog != null) { this.fog.Change(); } OutputLog.Log("LightMapChange", true, "Log"); }
public void Apply() { //IL_0066: Unknown result type (might be due to invalid IL or missing references) //IL_006b: Expected O, but got Unknown //IL_00a6: Unknown result type (might be due to invalid IL or missing references) if (lightProbes != null) { LightmapSettings.set_lightProbes(lightProbes); ShaderGlobal.lightProbe = true; } else { ShaderGlobal.lightProbe = false; } if (lightmapsFar != null && lightmapsFar.Length > 0) { LightmapData[] array = (LightmapData[])new LightmapData[lightmapsFar.Length]; int i = 0; for (int num = lightmapsFar.Length; i < num; i++) { array[i] = new LightmapData(); array[i].set_lightmapFar(lightmapsFar[i]); if (i < lightmapsNear.Length) { array[i].set_lightmapNear(lightmapsNear[i]); } } LightmapSettings.set_lightmapsMode(lightmapMode); LightmapSettings.set_lightmaps(array); } }
public override void OnInspectorGUI() { if (GUILayout.Button("Render Settings")) { var objs = AssetDatabase.LoadAllAssetsAtPath(AssetDatabase.GetAssetPath(target)); foreach (var obj in objs) { if (obj is RenderSettings) { Selection.activeObject = obj; } } } if (GUILayout.Button("Lightmap Settings")) { var objs = AssetDatabase.LoadAllAssetsAtPath(AssetDatabase.GetAssetPath(target)); foreach (var obj in objs) { if (obj is LightmapSettings) { Selection.activeObject = obj; } } } EditorGUILayout.Space(); if (GUILayout.Button("Copy Lighting Settings to Active Scene")) { RenderSettings rs = null; LightmapSettings ls = null; var objs = AssetDatabase.LoadAllAssetsAtPath(AssetDatabase.GetAssetPath(target)); foreach (var obj in objs) { if (obj is RenderSettings) { rs = (RenderSettings)obj; } else if (obj is LightmapSettings) { ls = (LightmapSettings)obj; } } if (rs && ls) { CopyLightingSettings.CopySettings(rs, ls); CopyLightingSettings.PasteSettings(); CopyLightingSettings.ResetStoredData(); } } }
public static void UpdateLightmap(int sceneId) { string text = null; Scene scene = DataReader <Scene> .Get(sceneId); if (scene == null) { return; } if (!string.IsNullOrEmpty(scene.lightmap)) { text = scene.lightmap; } else { string[] array = scene.path.Split(new char[] { '/' }); if (array.Length > 0) { text = array[array.Length - 1]; } } if (string.IsNullOrEmpty(text)) { return; } string pathOfPrefab = FileSystem.GetPathOfPrefab(text); if (string.IsNullOrEmpty(pathOfPrefab)) { return; } GameObject gameObject = AssetManager.AssetOfNoPool.LoadAssetNowNoAB(pathOfPrefab, typeof(Object)) as GameObject; if (gameObject != null) { PrefabLightmap component = gameObject.GetComponent <PrefabLightmap>(); if (component == null) { return; } LightmapData[] array2 = new LightmapData[component.lightmap_far.get_Count()]; for (int i = 0; i < array2.Length; i++) { array2[i] = new LightmapData(); array2[i].set_lightmapFar(component.lightmap_far.get_Item(i)); } LightmapSettings.set_lightmaps(array2); LightmapSettings.set_lightmapsMode(0); } }
public static void PasteSettings(RenderSettings rs, LightmapSettings ls) { using (var srcSO = new SerializedObject(renderSettings)) using (var dstSO = new SerializedObject(rs)) { dstSO.CopySerializedObject(srcSO, new string[1] { "m_Sun" }); } using (var srcSO = new SerializedObject(lightmapSettings)) using (var dstSO = new SerializedObject(ls)) { dstSO.CopySerializedObject(srcSO, new string[1] { "m_LightingDataAsset" }); } }
public static int constructor(IntPtr l) { int result; try { LightmapSettings o = new LightmapSettings(); LuaObject.pushValue(l, true); LuaObject.pushValue(l, o); result = 2; } catch (Exception e) { result = LuaObject.error(l, e); } return(result); }
static int _CreateLightmapSettings(IntPtr L) { int count = LuaDLL.lua_gettop(L); if (count == 0) { LightmapSettings obj = new LightmapSettings(); LuaScriptMgr.Push(L, obj); return(1); } else { LuaDLL.luaL_error(L, "invalid arguments to method: LightmapSettings.New"); } return(0); }
void ExtractProbeData() { bool validFolder = AssetDatabase.IsValidFolder("Assets/LightingData"); if (!validFolder) { AssetDatabase.CreateFolder("Assets", "LightingData"); } string sceneName = EditorSceneManager.GetActiveScene().name; string probeAssetPath = "Assets/LightingData/" + sceneName + ".probes.asset"; LightingDataAsset lightingAsset = Lightmapping.lightingDataAsset; if (lightingAsset != null) { AssetDatabase.CreateAsset(LightmapSettings.Instantiate(LightmapSettings.lightProbes), probeAssetPath); } }
public override void OnActivate() { this.Sequence.Scene = (GameObject)null; LightmapSettings.set_lightmapsMode((LightmapsMode)0); if (!string.IsNullOrEmpty(this.SceneID)) { if (this.FadeIn) { GameUtility.FadeOut(0.0f); } SceneAwakeObserver.AddListener(new SceneAwakeObserver.SceneEvent(this.OnSceneLoad)); CriticalSection.Enter(CriticalSections.SceneChange); this.mAsyncOp = AssetManager.LoadSceneAsync(this.SceneID, true); } else { if (!Object.op_Inequality((Object)this.Sequence.Scene, (Object)null)) { return; } this.Sequence.Scene = (GameObject)null; this.ActivateNext(); } }
private void ResetSettings(object userData, string[] options, int selected) { RenderSettings.Reset(); LightmapEditorSettings.Reset(); LightmapSettings.Reset(); }
private void OnDisable() { LightmapSettings.set_lightmaps((LightmapData[])null); LightmapSettings.set_lightProbes(null); }
private IEnumerator LoadStageCoroutine(string id) { isLoadingStage = true; insideColliderData = null; isValidInside = false; UnloadStage(); Input.get_gyro().set_enabled(false); currentStageName = id; StageTable.StageData data = null; if (!string.IsNullOrEmpty(id)) { if (!Singleton <StageTable> .IsValid()) { yield break; } data = Singleton <StageTable> .I.GetData(id); if (data == null) { yield break; } LoadingQueue load_queue = new LoadingQueue(this); AssetBundle asset_bundle = null; EffectObject.wait = true; string load_scene_name = data.scene; if (ResourceManager.internalMode) { load_scene_name = $"internal__STAGE_SCENE__{load_scene_name}"; } else if (ResourceManager.isDownloadAssets) { load_queue.Load(RESOURCE_CATEGORY.STAGE_SCENE, data.scene, null, true); yield return((object)load_queue.Wait()); PackageObject package = MonoBehaviourSingleton <ResourceManager> .I.cache.PopCachedPackage(RESOURCE_CATEGORY.STAGE_SCENE.ToAssetBundleName(data.scene)); asset_bundle = ((package == null) ? null : (package.obj as AssetBundle)); } AsyncOperation ao = SceneManager.LoadSceneAsync(load_scene_name); ResourceManager.enableCache = false; LoadObject lo_sky = null; if (!string.IsNullOrEmpty(data.sky)) { lo_sky = load_queue.Load(RESOURCE_CATEGORY.STAGE_SKY, data.sky, false); } ResourceManager.enableCache = true; load_queue.CacheEffect(RESOURCE_CATEGORY.EFFECT_ACTION, data.cameraLinkEffect); load_queue.CacheEffect(RESOURCE_CATEGORY.EFFECT_ACTION, data.cameraLinkEffectY0); load_queue.CacheEffect(RESOURCE_CATEGORY.EFFECT_ACTION, data.rootEffect); for (int i = 0; i < 8; i++) { load_queue.CacheEffect(RESOURCE_CATEGORY.EFFECT_ACTION, data.useEffects[i]); } if (load_queue.IsLoading()) { yield return((object)load_queue.Wait()); } while (!ao.get_isDone()) { yield return((object)null); } EffectObject.wait = false; if (asset_bundle != null) { asset_bundle.Unload(false); } if (MonoBehaviourSingleton <SceneSettingsManager> .IsValid()) { stageObject = MonoBehaviourSingleton <SceneSettingsManager> .I.get_transform(); stageObject.set_parent(base._transform); } if (lo_sky != null) { skyObject = ResourceUtility.Realizes(lo_sky.loadedObject, base._transform, -1); } bool is_field_stage = id.StartsWith("FI"); if (stageObject != null && is_field_stage && (!MonoBehaviourSingleton <SceneSettingsManager> .IsValid() || !MonoBehaviourSingleton <SceneSettingsManager> .I.forceFogON)) { ChangeLightShader(base._transform); } cameraLinkEffect = EffectManager.GetCameraLinkEffect(data.cameraLinkEffect, false, base._transform); cameraLinkEffectY0 = EffectManager.GetCameraLinkEffect(data.cameraLinkEffectY0, true, base._transform); rootEffect = EffectManager.GetEffect(data.rootEffect, base._transform); if (MonoBehaviourSingleton <SceneSettingsManager> .IsValid()) { MonoBehaviourSingleton <SceneSettingsManager> .I.attributeID = data.attributeID; SceneParameter sp = MonoBehaviourSingleton <SceneSettingsManager> .I.GetComponent <SceneParameter>(); if (sp != null) { sp.Apply(); } if (is_field_stage && !MonoBehaviourSingleton <SceneSettingsManager> .I.forceFogON) { ShaderGlobal.fogColor = (MonoBehaviourSingleton <SceneSettingsManager> .I.fogColor = new Color(0f, 0f, 0f, 0f)); ShaderGlobal.fogNear = (MonoBehaviourSingleton <SceneSettingsManager> .I.linearFogStart = 0f); ShaderGlobal.fogFar = (MonoBehaviourSingleton <SceneSettingsManager> .I.linearFogEnd = 3.40282347E+38f); ShaderGlobal.fogNearLimit = (MonoBehaviourSingleton <SceneSettingsManager> .I.limitFogStart = 0f); ShaderGlobal.fogFarLimit = (MonoBehaviourSingleton <SceneSettingsManager> .I.limitFogEnd = 1f); } if (MonoBehaviourSingleton <SceneSettingsManager> .I.saveInsideCollider && MonoBehaviourSingleton <SceneSettingsManager> .I.insideColliderData != null && (MonoBehaviourSingleton <SceneSettingsManager> .I.insideColliderData.minX != 0 || MonoBehaviourSingleton <SceneSettingsManager> .I.insideColliderData.maxX != 0 || MonoBehaviourSingleton <SceneSettingsManager> .I.insideColliderData.minZ != 0 || MonoBehaviourSingleton <SceneSettingsManager> .I.insideColliderData.maxZ != 0)) { isValidInside = true; } if (isValidInside) { insideColliderData = MonoBehaviourSingleton <SceneSettingsManager> .I.insideColliderData; } } } else if (MonoBehaviourSingleton <SceneSettingsManager> .IsValid()) { ShaderGlobal.lightProbe = true; } ShaderGlobal.lightProbe = (LightmapSettings.get_lightProbes() != null); currentStageData = data; if (MonoBehaviourSingleton <SceneSettingsManager> .IsValid()) { WeatherController weatherController = MonoBehaviourSingleton <SceneSettingsManager> .I.weatherController; if (cameraLinkEffect != null) { cameraLinkEffect.get_gameObject().SetActive(!weatherController.cameraLinkEffectEnable); } if (cameraLinkEffectY0 != null) { cameraLinkEffectY0.get_gameObject().SetActive(!weatherController.cameraLinkEffectY0Enable); } } isLoadingStage = false; }
public static void ResetStoredData() { renderSettings = null; lightmapSettings = null; }
public static void CopySettings(RenderSettings rs, LightmapSettings ls) { renderSettings = rs; lightmapSettings = ls; }
private static Object ReadAsset(AssetStream stream, AssetInfo assetInfo, long offset, int size) { Object asset; switch (assetInfo.ClassID) { case ClassIDType.GameObject: asset = new GameObject(assetInfo); break; case ClassIDType.Transform: asset = new Transform(assetInfo); break; case ClassIDType.Camera: asset = new Camera(assetInfo); break; case ClassIDType.Material: asset = new Material(assetInfo); break; case ClassIDType.MeshRenderer: asset = new MeshRenderer(assetInfo); break; case ClassIDType.Texture2D: asset = new Texture2D(assetInfo); break; case ClassIDType.SceneSettings: asset = new OcclusionCullingSettings(assetInfo); break; case ClassIDType.MeshFilter: asset = new MeshFilter(assetInfo); break; case ClassIDType.OcclusionPortal: asset = new OcclusionPortal(assetInfo); break; case ClassIDType.Mesh: asset = new Mesh(assetInfo); break; case ClassIDType.Shader: asset = new Shader(assetInfo); break; case ClassIDType.TextAsset: asset = new TextAsset(assetInfo); break; case ClassIDType.Rigidbody2D: asset = new Rigidbody2D(assetInfo); break; case ClassIDType.Rigidbody: asset = new Rigidbody(assetInfo); break; case ClassIDType.CircleCollider2D: asset = new CircleCollider2D(assetInfo); break; case ClassIDType.PolygonCollider2D: asset = new PolygonCollider2D(assetInfo); break; case ClassIDType.BoxCollider2D: asset = new BoxCollider2D(assetInfo); break; case ClassIDType.PhysicsMaterial2D: asset = new PhysicsMaterial2D(assetInfo); break; case ClassIDType.MeshCollider: asset = new MeshCollider(assetInfo); break; case ClassIDType.BoxCollider: asset = new BoxCollider(assetInfo); break; case ClassIDType.SpriteCollider2D: asset = new CompositeCollider2D(assetInfo); break; case ClassIDType.EdgeCollider2D: asset = new EdgeCollider2D(assetInfo); break; case ClassIDType.CapsuleCollider2D: asset = new CapsuleCollider2D(assetInfo); break; case ClassIDType.AnimationClip: asset = new AnimationClip(assetInfo); break; case ClassIDType.AudioListener: asset = new AudioListener(assetInfo); break; case ClassIDType.AudioSource: asset = new AudioSource(assetInfo); break; case ClassIDType.AudioClip: asset = new AudioClip(assetInfo); break; case ClassIDType.RenderTexture: asset = new RenderTexture(assetInfo); break; case ClassIDType.Cubemap: asset = new Cubemap(assetInfo); break; case ClassIDType.Avatar: asset = new Avatar(assetInfo); break; case ClassIDType.AnimatorController: asset = new AnimatorController(assetInfo); break; case ClassIDType.GUILayer: asset = new GUILayer(assetInfo); break; case ClassIDType.Animator: asset = new Animator(assetInfo); break; case ClassIDType.RenderSettings: asset = new RenderSettings(assetInfo); break; case ClassIDType.Light: asset = new Light(assetInfo); break; case ClassIDType.Animation: asset = new Animation(assetInfo); break; case ClassIDType.MonoScript: asset = new MonoScript(assetInfo); break; case ClassIDType.NewAnimationTrack: asset = new NewAnimationTrack(assetInfo); break; case ClassIDType.FlareLayer: asset = new FlareLayer(assetInfo); break; case ClassIDType.Font: asset = new Font(assetInfo); break; case ClassIDType.PhysicMaterial: asset = new PhysicMaterial(assetInfo); break; case ClassIDType.SphereCollider: asset = new SphereCollider(assetInfo); break; case ClassIDType.CapsuleCollider: asset = new CapsuleCollider(assetInfo); break; case ClassIDType.SkinnedMeshRenderer: asset = new SkinnedMeshRenderer(assetInfo); break; case ClassIDType.BuildSettings: asset = new BuildSettings(assetInfo); break; case ClassIDType.AssetBundle: asset = new AssetBundle(assetInfo); break; case ClassIDType.WheelCollider: asset = new WheelCollider(assetInfo); break; case ClassIDType.MovieTexture: asset = new MovieTexture(assetInfo); break; case ClassIDType.TerrainCollider: asset = new TerrainCollider(assetInfo); break; case ClassIDType.TerrainData: asset = new TerrainData(assetInfo); break; case ClassIDType.LightmapSettings: asset = new LightmapSettings(assetInfo); break; case ClassIDType.OcclusionArea: asset = new OcclusionArea(assetInfo); break; case ClassIDType.NavMeshSettings: asset = new NavMeshSettings(assetInfo); break; case ClassIDType.ParticleSystem: asset = new ParticleSystem(assetInfo); break; case ClassIDType.ParticleSystemRenderer: asset = new ParticleSystemRenderer(assetInfo); break; case ClassIDType.SpriteRenderer: asset = new SpriteRenderer(assetInfo); break; case ClassIDType.Sprite: asset = new Sprite(assetInfo); break; case ClassIDType.Terrain: asset = new Terrain(assetInfo); break; case ClassIDType.AnimatorOverrideController: asset = new AnimatorOverrideController(assetInfo); break; case ClassIDType.CanvasRenderer: asset = new CanvasRenderer(assetInfo); break; case ClassIDType.Canvas: asset = new Canvas(assetInfo); break; case ClassIDType.RectTransform: asset = new RectTransform(assetInfo); break; case ClassIDType.NavMeshData: asset = new NavMeshData(assetInfo); break; case ClassIDType.OcclusionCullingData: asset = new OcclusionCullingData(assetInfo); break; case ClassIDType.SceneAsset: asset = new SceneAsset(assetInfo); break; case ClassIDType.LightmapParameters: asset = new LightmapParameters(assetInfo); break; case ClassIDType.SpriteAtlas: asset = new SpriteAtlas(assetInfo); break; default: return(null); } stream.BaseStream.Position = offset; if (Config.IsGenerateGUIDByContent) { byte[] data = stream.ReadBytes(size); asset.Read(data); using (MD5 md5 = MD5.Create()) { byte[] md5Hash = md5.ComputeHash(data); assetInfo.GUID = new UtinyGUID(md5Hash); } } else { stream.AlignPosition = offset; asset.Read(stream); long read = stream.BaseStream.Position - offset; if (read != size) { throw new Exception($"Read {read} but expected {size} for object {asset.GetType().Name}"); } } return(asset); }