예제 #1
0
 /// <summary>
 /// Adds details of an asset to the report.
 /// </summary>
 /// <param name="shader">The shader-using asset to report on.</param>
 internal void Append(ManagedAsset shader) =>
 report
 .AppendRightPad(shader.Info.IsStatic             ? YES : NO, 7)
 .AppendRightPad(shader.Info.IsAlwaysOn           ? YES : NO, 9)
 .AppendRightPad(shader.Info.IsRemotelyControlled ? YES : NO, 7)
 .AppendRightPad(shader.Info.OverlapsMidnight     ? YES : NO, 8)
 .AppendRightPad(shader.Info.IsDayTimeOnly        ? YES : NO, 8)
 .AppendRightPad(shader.Info.IsNightTimeOnly      ? YES : NO, 10)
 .AppendRightPad(shader.Info.IsToggledByTwilight  ? YES : NO, 9)
 .Append(shader)
 .Append(" '").Append(shader.Info).AppendLine("'");
예제 #2
0
 private void RefreshAssetVisibility(ManagedAsset asset)
 {
     if (asset.Info.IsToggledByTwilight)
     {
         Debug.Log($"[AdditiveShader] - {asset.TypeOfAsset} Refresh by twilight: {isNightTime}");
         asset.SetVisibleByTwilight(isNightTime);
     }
     else if (!asset.Info.IsStatic)
     {
         Debug.Log($"[AdditiveShader] - {asset.TypeOfAsset} Refresh by time: {Singleton<SimulationManager>.instance.m_currentDayTimeHour}");
         asset.SetVisibleByTime(Singleton <SimulationManager> .instance.m_currentDayTimeHour);
     }
     else if (asset.Info.IsAlwaysOn)
     {
         Debug.Log($"[AdditiveShader] - {asset.TypeOfAsset} Refresh as AlwaysOn");
         asset.SetVisible(true);
     }
 }