public void DumpRendererLockersInfo() { bool prevLogValue = Debug.unityLogger.logEnabled; Debug.unityLogger.logEnabled = true; RenderingController renderingController = FindObjectOfType <RenderingController>(); if (renderingController == null) { Debug.Log("RenderingController not found. Aborting."); return; } Debug.Log($"Renderer is locked? {!renderingController.renderingActivatedAckLock.isUnlocked}"); Debug.Log($"Renderer is active? {CommonScriptableObjects.rendererState.Get()}"); System.Collections.Generic.HashSet <object> lockIds = renderingController.renderingActivatedAckLock.GetLockIdsCopy(); foreach (var lockId in lockIds) { Debug.Log($"Renderer is locked by id: {lockId} of type {lockId.GetType()}"); } Debug.unityLogger.logEnabled = prevLogValue; }
public StlComponent(Game game, PhoneApplicationPage _mainPage) : base(game) { mainPage = _mainPage; controller = (RenderingController)this.Game; }
void Start() { renderingController = this.GetComponent <RenderingController>(); if (renderingController != null) { List <float> list_1 = new List <float>(); list_1.Add(renderingController.NightEnd); list_1.Add(renderingController.MorningStart); timeChangeRange.Add(list_1); List <float> list_2 = new List <float>(); list_2.Add(renderingController.MorningEnd); list_2.Add(renderingController.DayStart); timeChangeRange.Add(list_2); List <float> list_3 = new List <float>(); list_3.Add(renderingController.DayEnd); list_3.Add(renderingController.DuskStart); timeChangeRange.Add(list_3); List <float> list_4 = new List <float>(); list_4.Add(renderingController.DuskEnd); list_4.Add(renderingController.NightStart); timeChangeRange.Add(list_4); } clockSelfRotateManager = this.GetComponent <ClockSelfRotateManager>(); objRainbow = GameObject.Find("fx_Env_lv00_main_battle_rainbow02"); GameObject objRs = GameObject.Find("RainSky"); if (objRs != null) { rainSky = objRs.GetComponent <RainSky>(); } }
// Constructor public MainPage() { InitializeComponent(); //Copy test files to isolatedstorage if needed if (!IsolatedStorageSettings.ApplicationSettings.Contains("Copiedinitialfiles")) { IsolatedStorageSettings.ApplicationSettings.Add("Copiedinitialfiles", true); var resource = App.GetResourceStream(new Uri("/RepRap Phone Host;component/test.stl", UriKind.Relative)); var file = IsolatedStorageFile.GetUserStoreForApplication(); var stream = new IsolatedStorageFileStream("test.stl", System.IO.FileMode.CreateNew, file); byte[] bytes = new byte[resource.Stream.Length]; resource.Stream.Read(bytes, 0, bytes.Length); stream.Write(bytes, 0, bytes.Length); resource.Stream.Dispose(); stream.Dispose(); var resource2 = App.GetResourceStream(new Uri("/RepRap Phone Host;component/test.gcode", UriKind.Relative)); var stream2 = new IsolatedStorageFileStream("test.gcode", System.IO.FileMode.CreateNew, file); bytes = new byte[resource2.Stream.Length]; resource2.Stream.Read(bytes, 0, bytes.Length); stream2.Write(bytes, 0, bytes.Length); resource2.Stream.Dispose(); stream2.Dispose(); } renderingController = XamlGame <RenderingController> .Create("", this); //All the pivot item constructrs should be called here Construct_StlPivot(); Construct_SlicerPivot(); Construct_GCodePivot(); Construct_GCode_TextPivot(); Construct_ConnectionPivot();//This has to be called before the controlpivot because the cocontroller gets initialised first Construct_ControlPivot(); Construct_SettingsPivot(); Construct_FilesPivot(); BackKeyPress += PhoneApplicationPage_BackKeyPress; Values.GCode_Items = FileFinder.findFilesAndCreateList("GCode", ".gcode"); Values.Stl_Items = FileFinder.findFilesAndCreateList("Stl", ".stl"); if (Values.startFileType == "gcode") { MainPivot.SelectedItem = GCodePivot; } }
// Use this for initialization public static void MixRenderingController(RenderingController z, RenderingController x, RenderingController y, float t) { z.LightmapForce = Mathf.Lerp(x.GetValue(x.LightmapForceCurve, x.LightmapForce), y.GetValue(y.LightmapForceCurve, y.LightmapForce), t); z.GlobalEmissionLevel = Mathf.Lerp(x.GetValue(x.GlobalEmissionLevelCurve, x.GlobalEmissionLevel), y.GetValue(y.GlobalEmissionLevelCurve, y.GlobalEmissionLevel), t); //z.SkyBoxLerp = Mathf.Lerp(x.GetValue(x.SkyBoxLerpCurve, x.SkyBoxLerp), y.GetValue(y.SkyBoxLerpCurve, y.SkyBoxLerp), t); z.SkyBoxLerp = Mathf.Lerp(x.SkyBoxLerp, y.SkyBoxLerp, t); z.WindForce = Mathf.Lerp(x.WindForce, y.WindForce, t); z.WindSpeed = Mathf.Lerp(x.WindSpeed, y.WindSpeed, t); z.FogDensity = Mathf.Lerp(x.GetValue(x.FogDensityCurve, x.FogDensity), y.GetValue(y.FogDensityCurve, y.FogDensity), t); z.FogStartDistance = Mathf.Lerp(x.GetValue(x.FogStartDistanceCurve, x.FogStartDistance), y.GetValue(y.FogStartDistanceCurve, y.FogStartDistance), t); z.FogHeightFallOut = Mathf.Lerp(x.GetValue(x.FogHeightFallOutCurve, x.FogHeightFallOut), y.GetValue(y.FogHeightFallOutCurve, y.FogHeightFallOut), t); z.FogHeightFallOutPos = Mathf.Lerp(x.GetValue(x.FogHeightFallOutPosCurve, x.FogHeightFallOutPos), y.GetValue(y.FogHeightFallOutPosCurve, y.FogHeightFallOutPos), t); z.VerticalFogDensity = Mathf.Lerp(x.GetValue(x.VerticalFogDensityCurve, x.VerticalFogDensity), y.GetValue(y.VerticalFogDensityCurve, y.VerticalFogDensity), t); z.VerticalFogHeight = Mathf.Lerp(x.GetValue(x.VerticalFogHeightCurve, x.VerticalFogHeight), y.GetValue(y.VerticalFogHeightCurve, y.VerticalFogHeight), t); z.Sky_FalloutModif = Mathf.Lerp(x.GetValue(x.Sky_FalloutModifCurve, x.Sky_FalloutModif), y.GetValue(y.Sky_FalloutModifCurve, y.Sky_FalloutModif), t); z.Sky_FalloutModifHeight = Mathf.Lerp(x.GetValue(x.Sky_FalloutModifHeightCurve, x.Sky_FalloutModifHeight), y.GetValue(y.Sky_FalloutModifHeightCurve, y.Sky_FalloutModifHeight), t); RenderSettings.sun.intensity = z.SunIntensityForMixer = Mathf.Lerp(x.GetValue(x.SunIntensityCurve, x.SunIntensityForMixer), y.GetValue(y.SunIntensityCurve, y.SunIntensityForMixer), t); t = Mathf.Pow(t, 0.4545f); z.LightmapColor = Color.Lerp(x.GetColor(x.LightmapColorGradient, x.LightmapColor), y.GetColor(y.LightmapColorGradient, y.LightmapColor), t); z.FogColor = Color.Lerp(x.GetColor(x.FogColorGradient, x.FogColor), y.GetColor(y.FogColorGradient, y.FogColor), t); z.FogLightColor = Color.Lerp(x.GetColor(x.FogLightColorGradient, x.FogLightColor), y.GetColor(y.FogLightColorGradient, y.FogLightColor), t); z.CharaLight = Color.Lerp(x.GetColor(x.CharaLightGradient, x.CharaLight), y.GetColor(y.CharaLightGradient, y.CharaLight), t); z.CharaDark = Color.Lerp(x.GetColor(x.CharaDarkGradient, x.CharaDark), y.GetColor(y.CharaDarkGradient, y.CharaDark), t); z.CharaSkinDark = Color.Lerp(x.GetColor(x.CharaSkinDarkGradient, x.CharaSkinDark), y.GetColor(y.CharaSkinDarkGradient, y.CharaSkinDark), t); z.GrassColor = Color.Lerp(x.GetColor(x.GrassColorGradient, x.GrassColor), y.GetColor(y.GrassColorGradient, y.GrassColor), t); RenderSettings.sun.color = z.SunColorForMixer = Color.Lerp(x.GetColor(x.SunColorGradient, x.SunColorForMixer), y.GetColor(y.SunColorGradient, y.SunColorForMixer), t); RenderSettings.ambientSkyColor = z.SkyColorForMixer = Color.Lerp(x.GetColor(x.SkyEnvColorGradient, x.SkyColorForMixer), y.GetColor(y.SkyEnvColorGradient, y.SkyColorForMixer), t); RenderSettings.ambientEquatorColor = z.EquatorColorForMixer = Color.Lerp(x.GetColor(x.EquatorEnvColorGradient, x.EquatorColorForMixer), y.GetColor(y.EquatorEnvColorGradient, y.EquatorColorForMixer), t); RenderSettings.ambientGroundColor = z.GroundColorForMixer = Color.Lerp(x.GetColor(x.GroundEnvColorGradient, x.GroundColorForMixer), y.GetColor(y.GroundEnvColorGradient, y.GroundColorForMixer), t); }
public IEnumerator ActivateAndDeactivateWithKernelRenderingToggleEvents() { RenderingController renderingController = GameObject.FindObjectOfType <RenderingController>(); renderingController.DeactivateRendering(); Assert.IsFalse(cameraController.camera.enabled); yield return(null); renderingController.renderingActivatedAckLock.RemoveAllLocks(); renderingController.ActivateRendering(); Assert.IsTrue(cameraController.camera.enabled); }
public override void Mix(VMValue _a, float blend) { if (_a == null) { Debug.LogError("未添加RenderingController"); return; } if (_a is RenderingController) { RenderingController a = (RenderingController)_a; MixRenderingController(this, this, a, blend); } else { Debug.LogError(string.Format("请清除{0}的ShaderSetter", _a.gameObject.name)); } }