Пример #1
0
 public static DecalState Lerp(DecalState a, DecalState b, DecalStateCurves curves, float progress)
 {
     return(new DecalState(
                Mathf.Lerp(a.Saturation, b.Saturation, curves.Saturation.Evaluate(progress)),
                ChannelValues.Lerp(a.Red, b.Red, curves.Red, progress),
                ChannelValues.Lerp(a.Green, b.Green, curves.Green, progress),
                ChannelValues.Lerp(a.Blue, b.Blue, curves.Blue, progress),
                ChannelValues.Lerp(a.Alpha, b.Alpha, curves.Alpha, progress)
                ));
 }
Пример #2
0
            public void Rain(float initialProgress = 0)
            {
                _baseState = _rain.DryState;
                _state     = _baseState;
                _progress  = initialProgress;
                _rateScale = 1;
                _mode      = RainDecalState.Raining;

                _state.Apply(_decal);

                _decal.gameObject.SetActive(true);
            }
Пример #3
0
            public void Dry()
            {
                if (_progress > float.Epsilon)
                {
                    _baseState = _state;
                    _rateScale = 1 / _progress;
                    _progress  = 0;
                }
                else
                {
                    _rateScale = 1;
                    _progress  = 1;
                }

                _mode = RainDecalState.Drying;
            }
Пример #4
0
 private void updateDecal(Texture2D texture2D, DecalState decalType, Renderer chosenRenderer = null)
 {
     decalLayer.OriginalRenderer = chosenRenderer;
     if (texture2D == null)
     {
         currentDecalState = DecalState.NO_DECAL;
     }
     else
     {
         currentDecalState = decalType;
     }
     decalLayer.Decal = texture2D;
     CustomizationContext.EventBus.DispatchEvent(new CustomizerModelEvents.DecalChangedEvent(decalLayer.Decal, this, decalLayer, chosenRenderer));
     if (texture2D != null && currentDecalState == DecalState.CUSTOM_DECAL)
     {
         decalLayer.Tint = Color.white;
         CustomizationContext.EventBus.DispatchEvent(new CustomizerModelEvents.DecalTintChangedEvent(decalLayer.Tint, this, decalLayer));
     }
 }
Пример #5
0
            public bool Update()
            {
                if (_decal == null)
                {
                    return(false);
                }

                _progress = Mathf.Clamp01(_progress + _rain.Rate * Time.deltaTime * _rateScale);

                if (_mode == RainDecalState.Raining)
                {
                    _state = DecalState.Lerp(_baseState, _rain.WetState, _rain.Raining, _progress);
                }
                else
                {
                    _state = DecalState.Lerp(_baseState, _rain.DryState, _rain.Drying, _progress);
                }

                if (_mode == RainDecalState.Retired)
                {
                    var alpha = (_progress - _retiredAge) / (1 - _retiredAge);
                    if (float.IsNaN(alpha))
                    {
                        alpha = 1;
                    }
                    _state.Saturation *= _rain.RetireFadeout.Evaluate(alpha);
                }

                _state.Apply(_decal);

                if (IsDead)
                {
                    _decal.gameObject.SetActive(false);
                }

                return(!IsDead);
            }
Пример #6
0
        public DCustomizationChannel(ChannelMask channelColor)
        {
            customizationOptions = new Dictionary <CustomizationOption, bool>();
            customizationOptions[CustomizationOption.FABRIC] = false;
            customizationOptions[CustomizationOption.DECAL]  = false;
            channelName         = channelColor.ToString();
            channelMask         = channelColor;
            currentFabricState  = FabricState.NO_FABRIC;
            fabricLayer         = new DCustomizerLayer();
            fabricLayer.Type    = DecalType.FABRIC;
            fabricLayer.Scale   = DEFAULT_SCALE;
            fabricLayer.IsTiled = true;
            currentDecalState   = DecalState.NO_DECAL;
            decalLayer          = new DCustomizerLayer();
            decalLayer.Type     = DecalType.DECAL;
            decalLayer.Scale    = DEFAULT_SCALE_DECAL;
            decalLayer.IsTiled  = false;
            DecalRenderer       = null;
            switch (channelMask)
            {
            case ChannelMask.RED:
                fabricLayer.ShaderChannel = DecalColorChannel.RED_1;
                decalLayer.ShaderChannel  = DecalColorChannel.RED_4;
                break;

            case ChannelMask.GREEN:
                fabricLayer.ShaderChannel = DecalColorChannel.GREEN_2;
                decalLayer.ShaderChannel  = DecalColorChannel.GREEN_5;
                break;

            case ChannelMask.BLUE:
                fabricLayer.ShaderChannel = DecalColorChannel.BLUE_3;
                decalLayer.ShaderChannel  = DecalColorChannel.BLUE_6;
                break;
            }
        }