public void SetPartyStatus(GameEnums.PartyStatus s) { switch (s) { case GameEnums.PartyStatus.Dead: _bloomIntensity = 0.0f; _chromaticAberrationIntensity = 0f; _saturationIntensity = -35f; _brightnessIntensity = -10f; vcam.GetCinemachineComponent <CinemachineBasicMultiChannelPerlin>().m_NoiseProfile = null; break; case GameEnums.PartyStatus.WarmingUp: _bloomIntensity = 0.15f; _chromaticAberrationIntensity = 0.1f; _saturationIntensity = 0f; _brightnessIntensity = 0f; vcam.GetCinemachineComponent <CinemachineBasicMultiChannelPerlin>().m_NoiseProfile = myNoiseProfile1; break; case GameEnums.PartyStatus.Super: _bloomIntensity = 0.6f; _chromaticAberrationIntensity = 0.3f; _saturationIntensity = 5f; _brightnessIntensity = 5f; vcam.GetCinemachineComponent <CinemachineBasicMultiChannelPerlin>().m_NoiseProfile = myNoiseProfile2; break; case GameEnums.PartyStatus.PartyHard: _bloomIntensity = 1.1f; _chromaticAberrationIntensity = 0.6f; _saturationIntensity = 10f; _brightnessIntensity = 10f; vcam.GetCinemachineComponent <CinemachineBasicMultiChannelPerlin>().m_NoiseProfile = myNoiseProfile3; break; default: break; } status = s; }
private void Awake() { fxManagerRef = this; status = GameEnums.PartyStatus.Dead; _bloom = ScriptableObject.CreateInstance <Bloom>(); _bloom.enabled.Override(true); _bloom.intensity.Override(0f); _chromaticAberration = ScriptableObject.CreateInstance <ChromaticAberration>(); _chromaticAberration.enabled.Override(true); _chromaticAberration.intensity.Override(0f); _colorGrading = ScriptableObject.CreateInstance <ColorGrading>(); _colorGrading.enabled.Override(true); _colorGrading.saturation.Override(0f); _colorGrading.brightness.Override(0f); _volume = PostProcessManager.instance.QuickVolume(gameObject.layer, 100f, _bloom, _chromaticAberration, _colorGrading); }