public SimpleOverlay(string textureName, string shaderName = "Default", EffectPriority priority = EffectPriority.VeryLow, RenderLayers layer = RenderLayers.All) : base(priority, layer) { this._texture = TextureManager.AsyncLoad(textureName == null ? "" : textureName); this._shader = new ScreenShaderData(Main.ScreenShaderRef, shaderName); }
public SimpleOverlay(string textureName, ScreenShaderData shader, EffectPriority priority = EffectPriority.VeryLow, RenderLayers layer = RenderLayers.All) : base(priority, layer) { this._texture = TextureManager.AsyncLoad(textureName == null ? "" : textureName); this._shader = shader; }
public SimpleOverlay( string textureName, string shaderName = "Default", EffectPriority priority = EffectPriority.VeryLow, RenderLayers layer = RenderLayers.All) : base(priority, layer) { this._texture = (Asset <Texture2D>)Main.Assets.Request <Texture2D>(textureName == null ? "" : textureName, (AssetRequestMode)1); this._shader = new ScreenShaderData(Main.ScreenShaderRef, shaderName); }
public FilterManager() { Main.Configuration.OnLoad += delegate(Preferences preferences) { _filterLimit = preferences.Get("FilterLimit", 16); if (Enum.TryParse <EffectPriority>(preferences.Get("FilterPriorityThreshold", "VeryLow"), out var result)) { _priorityThreshold = result; } }; Main.Configuration.OnSave += delegate(Preferences preferences) { preferences.Put("FilterLimit", _filterLimit); preferences.Put("FilterPriorityThreshold", Enum.GetName(typeof(EffectPriority), _priorityThreshold)); }; }
public FilterManager() { Main.Configuration.OnLoad += (Action <Preferences>)(preferences => { this._filterLimit = preferences.Get <int>("FilterLimit", 16); EffectPriority result; if (!Enum.TryParse <EffectPriority>(preferences.Get <string>("FilterPriorityThreshold", "VeryLow"), out result)) { return; } this._priorityThreshold = result; }); Main.Configuration.OnSave += (Action <Preferences>)(preferences => { preferences.Put("FilterLimit", (object)this._filterLimit); preferences.Put("FilterPriorityThreshold", (object)Enum.GetName(typeof(EffectPriority), (object)this._priorityThreshold)); }); }
public FilterManager() { Main.Configuration.OnLoad += (Action <Preferences>)(preferences => { this._filterLimit = preferences.Get <int>("FilterLimit", 16); EffectPriority effectPriority; // ISSUE: explicit reference operation // ISSUE: cast to a reference type if (!Enum.TryParse <EffectPriority>(preferences.Get <string>("FilterPriorityThreshold", "VeryLow"), (M0&)@effectPriority)) { return; } this._priorityThreshold = effectPriority; }); Main.Configuration.OnSave += (Action <Preferences>)(preferences => { preferences.Put("FilterLimit", (object)this._filterLimit); preferences.Put("FilterPriorityThreshold", (object)Enum.GetName(typeof(EffectPriority), (object)this._priorityThreshold)); }); }
public SimpleOverlay(string textureName, string shaderName = "Default", EffectPriority priority = EffectPriority.VeryLow) : base(priority) { _texture = TextureManager.Retrieve(textureName == null ? "" : textureName); _shader = new ScreenShaderData(Main.screenShader, shaderName); }
public SimpleOverlay(string textureName, ScreenShaderData shader, EffectPriority priority = EffectPriority.VeryLow) : base(priority) { _texture = TextureManager.Retrieve(textureName == null ? "" : textureName); _shader = shader; }
public CoveringOverlay(EffectPriority priority, RenderLayers layer) : base(priority, layer) { }
public SimpleOverlay(string textureName, string shaderName = "Default", EffectPriority priority = EffectPriority.VeryLow) : base(priority) { this._texture = TextureManager.Retrieve((textureName == null) ? "" : textureName); this._shader = new ScreenShaderData(Main.screenShader, shaderName); }
public AuroraOverlay(EffectPriority priority = EffectPriority.High, RenderLayers layer = RenderLayers.Sky) : base(priority, layer) { }
//////////////// public CustomEntityOverlay(EffectPriority priority = EffectPriority.VeryHigh, RenderLayers layer = RenderLayers.Walls) : base(priority, layer) { }
public Overlay(EffectPriority priority) { _priority = priority; }
public AshstormOverlay(EffectPriority priority = 0, RenderLayers layer = RenderLayers.TilesAndNPCs) : base(priority, layer) { _ashes = new Ash[1000]; }
//#region 将特效直接挂载到对应的节点上 // public string sp_mounts = "Root"; // // private Dictionary<string, Transform> sp_mountsDictionary = new Dictionary<string, Transform>(); // //#if UNITY_EDITOR // public List<Transform> mountsList = new List<Transform>(); //#endif // // public Person person; // // public Transform personTransform; // // public ParticleSystemController particleSystemController; // // // private int maxTryCount = 10; // private int i = 10; // // private IEnumerator init() // { // yield return 1; // // Transform parentTra = this.transform.parent; // // for (;;) // { // yield return 1; // // this.person = parentTra.GetComponent<Person>(); // // if (this.person != null) // { // this.personTransform = this.person.transform; // this.particleSystemController = this.person.GetComponent<ParticleSystemController>(); // break; // } // // parentTra = parentTra.parent; // // if (parentTra == null || i-- < 0) // { // // if (maxTryCount-- < 0) // { // Debug.LogError("无法找到Person节点!!!" + this.name); // break; // } // // parentTra = this.transform.parent; // } // // } // // if (this.person == null || this.personTransform == null) // { // Debug.LogError("无法找到Person节点!!!" + this.name); // yield break; // } // // { // string[] splits = sp_mounts.Split(';'); // bool addInRoot = splits.Contains("Root"); // // foreach (string split in splits) // { // if (string.IsNullOrEmpty(split) || split.Equals("Root")) // { // continue; // } // // Transform tra = this.personTransform.findInChildrens(split); // if (tag == null) // { // Debug.LogError("Person中无法找到:" + split + "节点" + this.name); // } // else // { // sp_mountsDictionary.Add(split, tra); //#if UNITY_EDITOR // mountsList.Add(tra); //#endif // // TODO 需要将自己clone到对应的节点,并设置自己的disable // GameObject clone = Instantiate(this.gameObject) as GameObject; // Vector3 localPosition = clone.transform.localPosition; // Quaternion localRotation = clone.transform.localRotation; // Vector3 localScale = clone.transform.localScale; // clone.transform.parent = tra; // clone.transform.localPosition = localPosition; // clone.transform.localRotation = localRotation; // clone.transform.localScale = localScale; // // this.particleSystemController.particleList.Add(clone.gameObject.GetComponent<ParticleItem>()); // this.particleSystemController.particleItemMap.Add(clone.name, clone.gameObject.GetComponent<ParticleItem>()); // } // } // // if (!addInRoot && !this.name.Contains("(Clone)")) // { // Destroy(this.gameObject); // } // } // } // //#endregion public void play(EffectPriority priority) { // foreach (MeshReadererEffect meshReadererEffect in meshReadererEffectList) // { // meshReadererEffect.play(); // } // // foreach (ParticleSystem item in particleSystemList) // { // item.Play(false); // } if (priority == EffectPriority.PERFECT) { foreach (EffectItem effectItem in effectList_PERFECT) { playEffect(effectItem); } } else if (priority == EffectPriority.EXCELLENT) { foreach (EffectItem effectItem in effectList_EXCELLENT) { playEffect(effectItem); } } else if (priority == EffectPriority.NORMAL) { foreach (EffectItem effectItem in effectList_NORMAL) { playEffect(effectItem); } } else if (priority == EffectPriority.LOW) { foreach (EffectItem effectItem in effectList_LOW) { playEffect(effectItem); } } }
public Filter(ScreenShaderData shader, EffectPriority priority = EffectPriority.VeryLow) { this._shader = shader; this._priority = priority; }
void OnGUI() { if (GUI.Button(new Rect(10, Screen.height - 40 * 1, 100, 30), "完美特效")) { this.priority = EffectPriority.PERFECT; } if (GUI.Button(new Rect(10, Screen.height - 40 * 2, 100, 30), "优秀特效")) { this.priority = EffectPriority.EXCELLENT; } if (GUI.Button(new Rect(10, Screen.height - 40 * 3, 100, 30), "一般特效")) { this.priority = EffectPriority.NORMAL; } if (GUI.Button(new Rect(10, Screen.height - 40 * 4, 100, 30), "低特效")) { this.priority = EffectPriority.LOW; } }
public SimpleOverlay(string textureName, ScreenShaderData shader, EffectPriority priority = EffectPriority.VeryLow) : base(priority) { this._texture = TextureManager.Retrieve((textureName == null) ? "" : textureName); this._shader = shader; }
public SimpleOverlay(string textureName, ScreenShaderData shader, EffectPriority priority = EffectPriority.VeryLow, RenderLayers layer = RenderLayers.All) : base(priority, layer) { _texture = Main.Assets.Request <Texture2D>((textureName == null) ? "" : textureName, Main.content, (AssetRequestMode)1); _shader = shader; }
public Overlay(EffectPriority priority, RenderLayers layer) { this._priority = priority; this._layer = layer; }