Exemplo n.º 1
0
 public void OnPostProcessProjectile(Projectile proj, float f)
 {
     if (shaderProjMod != null)
     {
         ShaderProjModifier mod = proj.gameObject.AddComponent <ShaderProjModifier>();
         mod.ProcessProperty              = shaderProjMod.ProcessProperty;
         mod.ShaderProperty               = shaderProjMod.ShaderProperty;
         mod.StartValue                   = shaderProjMod.StartValue;
         mod.EndValue                     = shaderProjMod.EndValue;
         mod.LerpTime                     = shaderProjMod.LerpTime;
         mod.ColorAttribute               = shaderProjMod.ColorAttribute;
         mod.StartColor                   = shaderProjMod.StartColor;
         mod.EndColor                     = shaderProjMod.EndColor;
         mod.OnDeath                      = shaderProjMod.OnDeath;
         mod.PreventCorpse                = shaderProjMod.PreventCorpse;
         mod.DisablesOutlines             = shaderProjMod.DisablesOutlines;
         mod.EnableEmission               = shaderProjMod.EnableEmission;
         mod.GlobalSparks                 = shaderProjMod.GlobalSparks;
         mod.GlobalSparksColor            = shaderProjMod.GlobalSparksColor;
         mod.GlobalSparksForce            = shaderProjMod.GlobalSparksForce;
         mod.GlobalSparksOverrideLifespan = shaderProjMod.GlobalSparksOverrideLifespan;
         mod.AddMaterialPass              = shaderProjMod.AddMaterialPass;
         mod.AddPass                      = shaderProjMod.AddPass;
         mod.IsGlitter                    = shaderProjMod.IsGlitter;
         mod.ShouldAffectBosses           = shaderProjMod.ShouldAffectBosses;
         mod.AddsEncircler                = shaderProjMod.AddsEncircler;
         mod.AppliesLocalSlowdown         = shaderProjMod.AppliesLocalSlowdown;
         mod.LocalTimescaleMultiplier     = shaderProjMod.LocalTimescaleMultiplier;
         mod.AppliesParticleSystem        = shaderProjMod.AppliesParticleSystem;
         mod.ParticleSystemToSpawn        = shaderProjMod.ParticleSystemToSpawn;
         mod.GlobalSparkType              = shaderProjMod.GlobalSparkType;
         mod.GlobalSparksRepeat           = shaderProjMod.GlobalSparksRepeat;
     }
 }
Exemplo n.º 2
0
        public static ShaderProjModifier ApplyClonedShaderProjModifier(this Projectile self, ShaderProjModifier shaderToClone)
        {
            ShaderProjModifier tanglify = self.gameObject.AddComponent <ShaderProjModifier>();

            tanglify.ProcessProperty              = shaderToClone.ProcessProperty;
            tanglify.ShaderProperty               = shaderToClone.ShaderProperty;
            tanglify.StartValue                   = shaderToClone.StartValue;
            tanglify.EndValue                     = shaderToClone.EndValue;
            tanglify.LerpTime                     = shaderToClone.LerpTime;
            tanglify.ColorAttribute               = shaderToClone.ColorAttribute;
            tanglify.GlobalSparks                 = shaderToClone.GlobalSparks;
            tanglify.StartColor                   = shaderToClone.StartColor;
            tanglify.EndColor                     = shaderToClone.EndColor;
            tanglify.OnDeath                      = shaderToClone.OnDeath;
            tanglify.PreventCorpse                = shaderToClone.PreventCorpse;
            tanglify.DisablesOutlines             = shaderToClone.DisablesOutlines;
            tanglify.EnableEmission               = shaderToClone.EnableEmission;
            tanglify.GlobalSparksColor            = shaderToClone.GlobalSparksColor;
            tanglify.GlobalSparksForce            = shaderToClone.GlobalSparksForce;
            tanglify.GlobalSparksOverrideLifespan = shaderToClone.GlobalSparksOverrideLifespan;
            tanglify.AddMaterialPass              = shaderToClone.AddMaterialPass;
            tanglify.AddPass                      = shaderToClone.AddPass;
            tanglify.IsGlitter                    = shaderToClone.IsGlitter;
            tanglify.ShouldAffectBosses           = shaderToClone.ShouldAffectBosses;
            tanglify.AddsEncircler                = shaderToClone.AddsEncircler;
            tanglify.AppliesLocalSlowdown         = shaderToClone.AppliesLocalSlowdown;
            tanglify.LocalTimescaleMultiplier     = shaderToClone.LocalTimescaleMultiplier;
            tanglify.AppliesParticleSystem        = shaderToClone.AppliesParticleSystem;
            tanglify.ParticleSystemToSpawn        = shaderToClone.ParticleSystemToSpawn;
            tanglify.GlobalSparkType              = shaderToClone.GlobalSparkType;
            tanglify.GlobalSparksRepeat           = shaderToClone.GlobalSparksRepeat;
            return(tanglify);
        }