public static void DepthScEnable(bool enable) { // if (null == m_Controller || null == m_Controller.m_TargetCam) // { // return; // } DepthOfField34 depthSc = Camera.main.GetComponent <DepthOfField34>(); if (null != depthSc) { depthSc.enabled = enable; } }
private void Awake() { timeToEndGame = 0f; int whichLayer = UnityEngine.Random.Range(0, 3); if (whichLayer == 0) { Picture1.SetActive(true); } if (whichLayer == 1) { Picture2.SetActive(true); } if (whichLayer == 2) { Picture3.SetActive(true); } foregroundGameobject = GameObject.Find("Foreground"); middlegroundGameobject = GameObject.Find("Middleground"); backgroundGameobject = GameObject.Find("Background"); targetPlane = GameObject.FindGameObjectWithTag("Player"); cameraHUDOverlay = GameObject.Find("Camera HUD"); generalCam = GameObject.Find("DOFCamera").GetComponent <UnityStandardAssets.ImageEffects.DepthOfField>(); focusPoint = GameObject.Find("FocusPoint"); cameraAudioSource = focusPoint.GetComponent <AudioSource>(); cameraAudioSource.clip = cameraFocus; cameraAudioSource.loop = true; basePosition1 = foregroundGameobject.transform.position; basePosition2 = middlegroundGameobject.transform.position; basePosition3 = backgroundGameobject.transform.position; startPosition = basePosition1; endPosition = basePosition2; moveToTarget = whereToMove.moveToBack; foreToMidDistance = middlegroundGameobject.transform.position.z + foregroundGameobject.transform.position.z; midToBackDistance = backgroundGameobject.transform.position.z - middlegroundGameobject.transform.position.z; test = cameraAudioSource.pitch; cameraAudioSource.Play(); }
// Use this for initialization void Start() { //アニメータコンポーネントを取得 this.myAnimator = GetComponent <Animator>(); //走るアニメーションを開始 this.myAnimator.SetFloat("Speed", 1); //Rigidbodyコンポーネントを取得(追加) this.myRigidbody = GetComponent <Rigidbody>(); //シーン中のstateTextオブジェクトを取得(追加) this.stateText = GameObject.Find("GameResultText"); //シーン中のscoreTextオブジェクトを取得(追加) this.scoreText = GameObject.Find("ScoreText"); // モバイルの時はカメラエフェクトを切る UnityStandardAssets.ImageEffects.ScreenSpaceAmbientOcclusion ssao = Camera.main.GetComponent <UnityStandardAssets.ImageEffects.ScreenSpaceAmbientOcclusion>(); UnityStandardAssets.ImageEffects.DepthOfField dof = Camera.main.GetComponent <UnityStandardAssets.ImageEffects.DepthOfField>(); if (ssao) { if (Application.platform == RuntimePlatform.Android || Application.platform == RuntimePlatform.IPhonePlayer) { ssao.enabled = false; } else { ssao.enabled = true; } } if (dof) { if (Application.platform == RuntimePlatform.Android || Application.platform == RuntimePlatform.IPhonePlayer) { dof.enabled = false; } else { dof.enabled = true; } } }
public void Awake() { instance = this; }
protected override void OnEnable() { base.OnEnable(); FX_DOF = GetComponent<DepthOfField>(); Speed = MinSpeed; }
// add this after CheckResources check as a transpiler static void Prefix(UnityStandardAssets.ImageEffects.DepthOfField __instance) { __instance.highResolution = true; }
public void InitPostProcessingEffects() { cameraMotionBlur = this.GetComponentInChildren<UnityStandardAssets.ImageEffects.CameraMotionBlur>(); depthOfField = this.GetComponentInChildren<UnityStandardAssets.ImageEffects.DepthOfField>(); cameraMotionBlur.enabled = false; depthOfField.enabled = false; //Enable CameraMotionBlur if Setting is allowed to be on if (PlayerPrefs.GetInt("CMB") == 1) { CMBEnabled = true; } else { CMBEnabled = false; cameraMotionBlur.enabled = false; } if (PlayerPrefs.GetInt("DOF") == 1) { DOFEnabled = true; } else { DOFEnabled = false; depthOfField.enabled = false; } }