public void Start() { if (!bloom) bloom = Camera.main.gameObject.GetComponent<MobileBloom> (); if (!noise) noise = Camera.main.gameObject.GetComponent<ColoredNoise> (); if (!fog) fog = Camera.main.gameObject.GetComponentInChildren<RenderFogPlane> (); current = startMoodBox; UpdateFromMoodBox (); }
public void Start() { if (!bloom) { bloom = Camera.main.gameObject.GetComponent <MobileBloom> (); } if (!noise) { noise = Camera.main.gameObject.GetComponent <ColoredNoise> (); } if (!fog) { fog = Camera.main.gameObject.GetComponentInChildren <RenderFogPlane> (); } current = startMoodBox; UpdateFromMoodBox(); }
void Start() { if (heightFogBeforeTransparentGO != null) { heightFogBeforeTransparentGO.SetActive(true); } if (!bloom) { bloom = GetComponent <MobileBloom> (); } if (!noise) { noise = GetComponent <ColoredNoise> (); } if (!depthOfField) { depthOfField = GetComponent <HeightDepthOfField> (); } if (!heightFog) { heightFog = gameObject.GetComponentInChildren <RenderFogPlane> (); } if (!shaders) { shaders = GetComponent <ShaderDatabase> (); } if (!reflection) { reflection = GetComponent("ReflectionFx") as MonoBehaviour; } if (autoChoseQualityOnStart) { AutoDetectQuality(); } ApplyAndSetQuality(currentQuality); }
private void EnableLightning(bool isOn, float fLightningRandom = 10f) { if (CamerasMgr.MainCameraRoot == null) { return; } int lod = 250; if (Application.get_platform() == 11) { lod = 300; } if (isOn && GameLevelManager.IsPostProcessReachQuality(lod)) { this.m_mobileBloom = CamerasMgr.MainCameraRoot.get_gameObject().AddMissingComponent <MobileBloom>(); this.m_mobileBloom.set_enabled(true); this.m_mobileBloom.m_fLightningRandom = fLightningRandom; this.m_mobileBloom.Initialization(MobileBloom.BloomType.Lightning); } else if (this.m_mobileBloom != null) { this.m_mobileBloom.set_enabled(false); } }
void Start() { if (heightFogBeforeTransparentGO != null) heightFogBeforeTransparentGO.SetActive(true); if (!bloom) bloom = GetComponent<MobileBloom> (); if (!noise) noise = GetComponent<ColoredNoise> (); if (!depthOfField) depthOfField = GetComponent<HeightDepthOfField> (); if (!heightFog) heightFog = gameObject.GetComponentInChildren<RenderFogPlane> (); if (!shaders) shaders = GetComponent<ShaderDatabase> (); if (!reflection) reflection = GetComponent ("ReflectionFx") as MonoBehaviour; if (autoChoseQualityOnStart) AutoDetectQuality (); ApplyAndSetQuality (currentQuality); }