コード例 #1
0
ファイル: RenderTexture.cs プロジェクト: leon196/WJ
        void Start()
        {
            currentTexture = 0;
            textures = new UnityEngine.RenderTexture[2];
            Resize();

            cameraRender = GetComponent<Camera>();
            materialRender = GetComponentInChildren<Renderer>().material;

            cameraEffect = Camera.main;
            materialEffect = cameraEffect.GetComponentInChildren<Renderer>().material;

            UnityEngine.Shader.SetGlobalTexture("_SamplerRenderTarget", GetCurrentTexture());
            NextTexture();
            cameraRender.targetTexture = GetCurrentTexture();
            materialEffect.mainTexture = GetCurrentTexture();
        }
コード例 #2
0
        private void DrawCameraStage()
        {
            EditorGUILayout.LabelField("Camera", EditorStyles.boldLabel);
            EditorWindowTools.StartIndentedSection();
            UnityEngine.Camera     playerCamera = pcObject.GetComponentInChildren <UnityEngine.Camera>() ?? UnityEngine.Camera.main;
            SmoothCameraWithBumper smoothCamera = (playerCamera != null) ? playerCamera.GetComponent <SmoothCameraWithBumper>() : null;

            EditorGUILayout.BeginHorizontal();
            bool useSmoothCamera = EditorGUILayout.Toggle((smoothCamera != null), GUILayout.Width(ToggleWidth));

            EditorGUILayout.LabelField("Use Smooth Follow Camera", EditorStyles.boldLabel);
            EditorGUILayout.EndHorizontal();
            if (useSmoothCamera)
            {
                if (playerCamera == null)
                {
                    GameObject playerCameraObject = new GameObject("Player Camera");
                    playerCameraObject.transform.parent = pcObject.transform;
                    playerCamera     = playerCameraObject.AddComponent <UnityEngine.Camera>();
                    playerCamera.tag = "MainCamera";
                }
                smoothCamera = playerCamera.GetComponentInChildren <SmoothCameraWithBumper>() ?? playerCamera.gameObject.AddComponent <SmoothCameraWithBumper>();
                EditorWindowTools.StartIndentedSection();
                if (smoothCamera.target == null)
                {
                    EditorGUILayout.HelpBox("Specify the transform (usually the head) that the camera should follow.", MessageType.Info);
                }
                smoothCamera.target = EditorGUILayout.ObjectField("Target", smoothCamera.target, typeof(Transform), true) as Transform;
                EditorWindowTools.EndIndentedSection();
            }
            else
            {
                DestroyImmediate(smoothCamera);
            }
            if (GUILayout.Button("Select Camera", GUILayout.Width(100)))
            {
                Selection.activeObject = playerCamera;
            }
            EditorWindowTools.EndIndentedSection();
            DrawNavigationButtons(true, true, false);
        }
コード例 #3
0
        //private Texture2D stampTexture;
        //private Vector2 swipeAngle = Vector2.zero;
        //private Vector3 localUp = Vector3.up;
        //private Vector3 localLeft = Vector3.left;
        private void Start()
        {
            OriginalSlider = PaintSlider.sprite;
            OriginalSliderBar = PaintSliderBar.sprite;

            MainCamera = GameObject.FindObjectOfType<Camera>();

            Renderer rend = MainCamera.GetComponentInChildren<Renderer>();
            ModelTransform = rend.transform;
            ModelTexture = new Texture2D(GlobalSettings.TextureSize, GlobalSettings.TextureSize);
            Color[] colors = ModelTexture.GetPixels();

            for (int i = 0; i < colors.Length; ++i)
            {
                colors[i] = Color.white;
            }
            ModelTexture.SetPixels(colors);
            ModelTexture.Apply();
            rend.material.mainTexture = ModelTexture;

            Palette = GameObject.FindObjectOfType<ColorPalette>();

            //PaintImage = PaintButton.targetGraphic as Image;
            //OriginalPaintSprite = PaintImage.sprite;

            //RotateImage = RotateButton.targetGraphic as Image;
            //OriginalRotate = RotateImage.sprite;

            //OffsetPoints = new List<Vector3>();
            //OffsetPoints.Add(new Vector3(1, 0, 0));
            //OffsetPoints.Add(new Vector3(-1, 0, 0));
            //OffsetPoints.Add(new Vector3(0, 1, 0));
            //OffsetPoints.Add(new Vector3(0, -1, 0));

            PaintSliderControl.minValue = 1;
            PaintSliderControl.maxValue = IngameSettings.MaxBrushCount;
            PaintSliderControl.value = (IngameSettings.MaxBrushCount / 2);

            EraserSliderControl.minValue = 1;
            EraserSliderControl.maxValue = IngameSettings.MaxBrushCount;
            EraserSliderControl.value = (IngameSettings.MaxBrushCount / 2);

            ToggleEraser(false);
            TogglePaint(true);
        }
コード例 #4
0
ファイル: Minimap.cs プロジェクト: patferguson/Storms-Project
        public void Awake()
        {
            // Get reference to Game Manager within the scene
            m_gameManager = FindObjectOfType<GameManager>();

            // Get capture camera reference
            m_captureCamera = GetComponentInChildren<Camera>();

            // Get capture canvas reference and ensure it's at 0,0,0 in local space
            m_captureCanvas = m_captureCamera.GetComponentInChildren<Canvas>();
            m_captureCanvas.transform.localPosition = Vector3.zero;

            // Cache common properties
            m_transform = transform;
        }