// void LateUpdate() { // UpdatePosition(); // } // Management static public LightingMeshRenderer AddBuffer(Object source) { // LightingManager2D manager = LightingManager2D.Get(); // if (manager.fixedLightBufferSize) { // textureSize = LightingManager2D.GetTextureSize(manager.fixedLightTextureSize); // } MeshRendererManager manager = Get(); if (manager == null) { Debug.LogError("Lighting Manager Instance is Out-Dated."); Debug.LogError("Try Re-Initializing 'Lighting Manager 2D' Component"); return(null); } GameObject buffer = new GameObject(); buffer.name = "Mesh Renderer " + (LightingMeshRenderer.GetCount() + 1); buffer.transform.parent = manager.transform; buffer.layer = LightingManager2D.lightingLayer; LightingMeshRenderer lightingBuffer = buffer.AddComponent <LightingMeshRenderer> (); lightingBuffer.Initialize(); lightingBuffer.owner = source; lightingBuffer.free = false; //lightingBuffer.lightSource = light; // Unnecessary? //lightingBuffer.free = false; //lightingBuffer.bufferCamera.orthographicSize = light.lightSize; return(lightingBuffer); }
// void LateUpdate() { // UpdatePosition(); // } // Management static public LightingMeshRenderer AddBuffer(Object source) { // LightingManager2D manager = LightingManager2D.Get(); // if (manager.fixedLightBufferSize) { // textureSize = LightingManager2D.GetTextureSize(manager.fixedLightTextureSize); // } MeshRendererManager manager = Get(); if (manager == null) { Debug.LogError("Lighting Manager Instance is Out-Dated."); Debug.LogError("Try Re-Initializing 'Lighting Manager 2D' Component"); return(null); } GameObject buffer = new GameObject(); buffer.name = "Mesh Renderer (Id :" + (LightingMeshRenderer.GetCount() + 1) + ")"; buffer.transform.parent = manager.transform; if (Lighting2D.ProjectSettings.managerInternal == LightingSettings.ManagerInternal.HideInHierarchy) { buffer.hideFlags = HideFlags.HideInHierarchy; } else { buffer.hideFlags = HideFlags.None; } LightingMeshRenderer lightingBuffer2D = buffer.AddComponent <LightingMeshRenderer> (); lightingBuffer2D.Initialize(); lightingBuffer2D.owner = source; lightingBuffer2D.free = false; return(lightingBuffer2D); }