public void SeedMonotouchAheadOfTimeCompile()
    {
        ParticleSystem system = null;

        system.playbackSpeed++;
        system.startLifetime++;
        system.startSpeed++;
        system.startDelay++;
        system.startRotation++;
        system.emissionRate++;
        RenderToTexture texture = null;

        texture.m_ObjectToRender  = null;
        texture.m_RealtimeRender &= true;
        texture.enabled          &= true;
        FullScreenEffects effects = null;

        effects.BlendToColorAmount++;
        effects.VignettingEnable &= true;
        effects.VignettingIntensity++;
        MeshFilter filter = null;

        filter.mesh = null;
        RotateOverTime time = null;

        time.RotateSpeedX++;
        time.RotateSpeedY++;
        time.RotateSpeedZ++;
    }
예제 #2
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 private void OnConstructMaterials(FullScreenEffects a_sender)
 {
     for (int i = 0; i < a_sender.Materials.Count; ++i)
     {
         if (a_sender.Materials[i].shader.name == "Hidden/Shockwave")
         {
             m_shockwaveMat = a_sender.Materials[i];
             return;
         }
     }
 }
 public static Camera FindFullScreenEffectsCamera(bool activeOnly)
 {
     foreach (Camera camera in Camera.allCameras)
     {
         FullScreenEffects component = camera.GetComponent <FullScreenEffects>();
         if ((component != null) && (!activeOnly || component.isActive()))
         {
             return(camera);
         }
     }
     return(null);
 }
    private FullScreenEffects GetCurrEffects()
    {
        if (Camera.main == null)
        {
            UnityEngine.Debug.LogError("Camera.main is null!");
            return(null);
        }
        FullScreenEffects component = Camera.main.GetComponent <FullScreenEffects>();

        if (component == null)
        {
            UnityEngine.Debug.LogError("fullScreenEffects is nulll!");
            return(null);
        }
        this.m_FullScreenEffects = component;
        return(component);
    }
예제 #5
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 protected override void Awake()
 {
     AssetLoader.Get().LoadGameObject("FatalErrorScreen", new AssetLoader.GameObjectCallback(this.OnFatalErrorScreenLoaded), null, false);
     base.Awake();
     Navigation.Clear();
     Network.AppAbort();
     if (DialogManager.Get() != null)
     {
         Log.Mike.Print("FatalErrorScene.Awake() - calling DialogManager.Get().Suppress()", new object[0]);
         DialogManager.Get().Suppress(true);
     }
     foreach (Camera camera in Camera.allCameras)
     {
         FullScreenEffects component = camera.GetComponent <FullScreenEffects>();
         if (component != null)
         {
             component.Disable();
         }
     }
 }
예제 #6
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    private void Update()
    {
        bool flag = false;

        foreach (Camera camera in Camera.allCameras)
        {
            FullScreenEffects component = camera.GetComponent <FullScreenEffects>();
            if ((component != null) && component.enabled)
            {
                flag = true;
            }
        }
        if (this.m_GuiText == null)
        {
            GameObject obj2 = new GameObject("FPS")
            {
                transform = { position = Vector3.zero }
            };
            this.m_GuiText = obj2.AddComponent <GUIText>();
            SceneUtils.SetHideFlags(obj2, HideFlags.HideAndDontSave);
            this.m_GuiText.pixelOffset = new Vector2(Screen.width * 0.7f, 15f);
        }
        this.frames++;
        float realtimeSinceStartup = UnityEngine.Time.realtimeSinceStartup;

        if (realtimeSinceStartup > (this.m_LastInterval + this.m_UpdateInterval))
        {
            float num3 = ((float)this.frames) / (realtimeSinceStartup - ((float)this.m_LastInterval));
            if (this.m_verbose)
            {
                this.m_fpsText = string.Format("{0:f2} - {1} frames over {2}sec", num3, this.frames, this.m_UpdateInterval);
            }
            else
            {
                this.m_fpsText = string.Format("{0:f2}", num3);
            }
            this.frames         = 0;
            this.m_LastInterval = realtimeSinceStartup;
        }
        string fpsText = this.m_fpsText;

        if (this.m_FrameCountActive || (this.m_FrameCount > 0))
        {
            if (this.m_FrameCountActive)
            {
                this.m_FrameCountTime += ((realtimeSinceStartup - this.m_FrameCountLastTime) / 60f) * UnityEngine.Time.timeScale;
                if (this.m_FrameCountLastTime == 0f)
                {
                    this.m_FrameCountLastTime = realtimeSinceStartup;
                }
                this.m_FrameCount = Mathf.CeilToInt(this.m_FrameCountTime * 60f);
            }
            fpsText = string.Format("{0} - Frame Count: {1}", fpsText, this.m_FrameCount);
        }
        if (flag)
        {
            fpsText = string.Format("{0} - FSE", fpsText);
        }
        if (ScreenEffectsMgr.Get() != null)
        {
            int activeScreenEffectsCount = ScreenEffectsMgr.Get().GetActiveScreenEffectsCount();
            if ((activeScreenEffectsCount > 0) && ScreenEffectsMgr.Get().gameObject.activeSelf)
            {
                fpsText = string.Format("{0} - ScreenEffects Active: {1}", fpsText, activeScreenEffectsCount);
            }
        }
        this.m_GuiText.text = fpsText;
    }
 private IEnumerator StopAllEffectsCoroutine(FullScreenEffects effects, float delay)
 {
     return(new < StopAllEffectsCoroutine > c__Iterator27F {
         delay = delay, effects = effects, <$> delay = delay, <$> effects = effects, <> f__this = this
     });