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++; }
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); }
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(); } } }
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 });