Пример #1
0
 void OnEnable()
 {
     m_Vignette = ScriptableObject.CreateInstance <Vignette>();
     m_Vignette.enabled.Override(true);
     m_Vignette.intensity.Override(1f);
     m_Volume = PostProcessManager.instance.QuickVolume(gameObject.layer, 100f, m_Vignette);
 }
    void Start()
    {
        m_Vignette = ScriptableObject.CreateInstance <Vignette>();
        m_Vignette.enabled.Override(true);
        m_Vignette.intensity.Override(0f);

        m_colour = ScriptableObject.CreateInstance <ColorGrading>();
        m_colour.enabled.Override(true);

        m_colour.mixerBlueOutBlueIn.Override(150f);
        m_colour.mixerRedOutBlueIn.Override(0f);
        m_colour.mixerGreenOutBlueIn.Override(0f);

        m_colour.mixerBlueOutRedIn.Override(0f);
        m_colour.mixerRedOutRedIn.Override(150f);
        m_colour.mixerGreenOutRedIn.Override(0f);

        m_colour.mixerBlueOutGreenIn.Override(0f);
        m_colour.mixerRedOutGreenIn.Override(0f);
        m_colour.mixerGreenOutGreenIn.Override(150f);

        m_colour.saturation.Override(100f);

        m_Volume = PostProcessManager.instance.QuickVolume(gameObject.layer, 100f, m_Vignette);
        m_Volume = PostProcessManager.instance.QuickVolume(gameObject.layer, 100f, m_colour);


        //
        recordBtn.SetActive(false);
        gifPreview.SetActive(false);
        uploadBtn.SetActive(false);
    }
 public PowerUp_Flashbang(GameObject flashbangpanel)
 {
     this.canvas = flashbangpanel;
     name        = "test";
     powerUpList.Add(2, this);
     vin = Camera.main.GetComponent <PostProcessVolume>().profile.GetSetting <Vignette>();
 }
Пример #4
0
 static void Postfix(Vignette __instance)
 {
     if (Options.Opts.IsVignetteDisabled)
     {
         __instance.SetColor(__instance.defaultColor = Color.clear);
     }
 }
Пример #5
0
 void OpenEyes(Vignette toOpen)
 {
     if (needOpen && !needClose && toOpen.intensity.value >= 0)
     {
         toOpen.intensity.value -= 0.7f * Time.deltaTime;
     }
 }
Пример #6
0
 public void QuitToWorld()
 {
     AudioManager.GetInstance().PlaySound(Sound.MenuClick);
     Time.timeScale = 1;
     Vignette.LoadScene("WorldMap");
     pauseMenu.SetActive(false);
 }
Пример #7
0
 private void Awake()
 {
     _postVolume  = GetComponent <PostProcessVolume>();
     _postProfile = _postVolume.profile;
     _blind       = _postProfile.GetSetting <Vignette>();
     _noise       = _postProfile.GetSetting <Grain>();
 }
    public int GrayscaleRange = 0;   //Targeted reset for Grayscaling (-100 Gray, 0 Normal, 100 Super Saturated)

    void Start()
    {
        #region Vignette Init
        Vig = ScriptableObject.CreateInstance <Vignette>();
        Vig.enabled.Override(true);
        Vig.intensity.Override(.45f);
        #endregion

        #region ColorGrading Init
        ColorG = ScriptableObject.CreateInstance <ColorGrading>();
        ColorG.enabled.Override(true);
        if (GrayScale)
        {
            ColorG.saturation.Override(-100f);
        }
        ColorG.postExposure.overrideState = true;
        #endregion

        #region DepthOfField Init
        DOF = ScriptableObject.CreateInstance <DepthOfField>();
        DOF.enabled.Override(true);
        DOF.focusDistance.Override(5f);
        #endregion

        #region MotionBlur Init
        Blur = ScriptableObject.CreateInstance <MotionBlur>();
        Blur.enabled.Override(true);
        #endregion

        #region Volume Init
        Volume = PostProcessManager.instance.QuickVolume(gameObject.layer, 100f, Vig, ColorG, DOF, Blur);
        #endregion
    }
Пример #9
0
 void Awake()
 {
     m_Vignette = postProcessProfile.GetSetting <Vignette>();
     m_Vignette.intensity.value           = 0;
     m_ChromaticAberation                 = postProcessProfile.GetSetting <ChromaticAberration>();
     m_ChromaticAberation.intensity.value = 0;
 }
Пример #10
0
    // Use this for initialization
    void Awake()
    {
        fadingIn = false;
        fadingOut = false;
        showingCard = false;
        leftToRight = false;
        endFadeAfterPan = false;
        fadeInAmount = 0;
        fadeOutAmount = 0;
        blackScreenOn = false;
        blackScreenTime = 0f;
        vignetteX = 0.5f;
        timedCard = false;


        m_Vignette = ScriptableObject.CreateInstance<Vignette>();
        m_Vignette.enabled.Override(true);
        m_Vignette.roundness.Override(1f);
        m_Vignette.center.Override(new Vector2(0.5f, 0.5f));
        m_Vignette.intensity.Override(0f);
        m_Vignette.smoothness.Override(0f);

        m_Volume = PostProcessManager.instance.QuickVolume(gameObject.layer, 100f, m_Vignette);
        m_Volume.isGlobal = true;
    }
Пример #11
0
    void Update()
    {
        if (Input.GetMouseButtonDown(0))
        {
            m_Vignette = ScriptableObject.CreateInstance <Vignette>();
            m_Vignette.enabled.Override(true);
            m_Vignette.intensity.Override(1f);

            m_Volume = PostProcessManager.instance.QuickVolume(gameObject.layer, 100f, m_Vignette);

            vignette = true;
        }

        if (vignette == true)
        {
            m_Vignette.intensity.value = Mathf.Sin(Time.realtimeSinceStartup);
        }

        if (Input.GetMouseButtonDown(1))
        {
            if (vignette == true)
            {
                OnDestroy();
                vignette = false;
                print("thanks");
            }
        }
    }
Пример #12
0
    // Start is called before the first frame update
    void Start()
    {
        player_cam = GameObject.FindGameObjectWithTag("MainCamera").GetComponent <Camera>();
        tm         = GameObject.FindGameObjectWithTag("Timeline_Manager").GetComponent <Timeline_Manager>();

        v = profile.GetSetting <Vignette>();
    }
    void OnEnable()
    {
        Debug.Log("Onset phase START");
        m_Vignette = ScriptableObject.CreateInstance <Vignette>();
        m_Vignette.enabled.Override(true);

        m_DepthOfField = ScriptableObject.CreateInstance <DepthOfField>();
        m_DepthOfField.enabled.Override(true);



        m_Vignette.rounded.Override(VignetteRounded);
        m_Vignette.roundness.Override(VignetteRoundness);
        m_Vignette.smoothness.Override(VignetteSmoothness);
        m_Vignette.mode.Override(VignetteMode);
        m_Vignette.center.Override(VignetteCenter);
        m_Vignette.intensity.Override(VignetteIntensity);


        m_DepthOfField.focusDistance.Override(DoFFocusDistance);
        m_DepthOfField.kernelSize.Override(DoFKernelSize);
        m_DepthOfField.aperture.Override(DoFAperture);
        m_DepthOfField.focalLength.Override(DoFFocalLength);

        m_Volume = PostProcessManager.instance.QuickVolume(gameObject.layer, 100f, m_Vignette, m_DepthOfField);
    }
    protected virtual void Start()
    {
        bloom = volume.profile.GetSetting <Bloom>();
        chromaticAberration = volume.profile.GetSetting <ChromaticAberration>();
        colorGrading        = volume.profile.GetSetting <ColorGrading>();
        vignette            = volume.profile.GetSetting <Vignette>();

        //Set Min values
        if (bloom)
        {
            minBloomIntensity = bloom.intensity.value;
        }
        if (vignette)
        {
            minVignetteIntensity = vignette.intensity.value;
        }
        if (chromaticAberration)
        {
            minChromaticIntensity = chromaticAberration.intensity.value;
        }
        if (colorGrading)
        {
            minPostExposure  = colorGrading.postExposure.value;
            minSaturation    = colorGrading.saturation.value;
            minContrast      = colorGrading.contrast.value;
            startColorFilter = colorGrading.colorFilter.value;
        }
    }
Пример #15
0
    private void Start()
    {
        //Finds PostProcessing layer to apply effect.
        //Must have PostProcessing layer added in order for effect to work properly.
        layerIndex = LayerMask.NameToLayer("PostProcessing");
        camera.GetComponent <PostProcessLayer>().volumeLayer = LayerMask.GetMask("PostProcessing");

        //Creates vignette effect and sets default settings.
        vignette = ScriptableObject.CreateInstance <Vignette>();
        vignette.enabled.Override(false);
        vignette.intensity.Override(0f);

        //Creates color grading effect and sets default settings.
        colorGrading = ScriptableObject.CreateInstance <ColorGrading>();
        colorGrading.enabled.Override(false);

        //Gets settings to use from effect profile provided.
        vColor      = postProfile.GetSetting <Vignette>().color;
        vCenter     = postProfile.GetSetting <Vignette>().center;
        vSmoothness = postProfile.GetSetting <Vignette>().smoothness;
        vRoundness  = postProfile.GetSetting <Vignette>().roundness;
        vRounded    = postProfile.GetSetting <Vignette>().rounded;

        //Sets settings to approprate values.
        vignette.color.Override(vColor);
        vignette.center.Override(vCenter);
        vignette.smoothness.Override(vSmoothness);
        vignette.roundness.Override(vRoundness);
        vignette.rounded.Override(vRounded);

        //Creates volume for effect to be applied.
        volume          = PostProcessManager.instance.QuickVolume(layerIndex, 0, vignette, colorGrading);
        volume.isGlobal = true;
    }
Пример #16
0
    void Palpitations()
    {
        if (palLevel < 0)
        {
            palMode = true;
        }
        else if (palLevel > 0.2f)
        {
            palMode = false;
        }

        if (palMode == true)
        {
            palLevel += palSpeed;
        }
        else
        {
            palLevel -= palSpeed;
        }

        ChromaticAberration c = ScriptableObject.CreateInstance <ChromaticAberration>();

        c.enabled.Override(true);
        c.intensity.Override(palLevel);

        Vignette v = ScriptableObject.CreateInstance <Vignette>();

        v.color.Override(new Color(0.65f, 0.37f, 0.37f));
        v.enabled.Override(true);
        v.intensity.Override(palLevel);

        PostProcessEffectSettings[] p = { c, v };

        PostProcessVolume postProcessVolume = PostProcessManager.instance.QuickVolume(Camera.main.gameObject.layer, 0f, p);
    }
Пример #17
0
 private void Awake()
 {
     if (volume.sharedProfile.TryGet(out Vignette vignette))
     {
         this.vignette = vignette;
     }
 }
Пример #18
0
    private void Start()
    {
        m_transform = transform;

        m_interactables = new List <Interactable>();

        if (!m_headTransform)
        {
            m_headTransform = m_transform.Find("Camera");
        }
        m_vrCam             = m_headTransform.GetComponent <Camera>();
        m_originalCamLayers = m_vrCam.cullingMask;
        if (!rHandTransform || !lHandTransform)
        {
            rHandTransform = m_transform.Find("Controller (right)");
            lHandTransform = m_transform.Find("Controller (left)");
        }

        if (oxygenUi)
        {
            m_oxygenIcon = oxygenUi.GetChild(0).GetComponent <Text>();
            m_oxygenBar  = oxygenUi.GetChild(1).GetComponent <Image>();
        }
        if (powerUi)
        {
            m_powerIcon = powerUi.GetChild(0).GetComponent <Image>();
            m_powerBar  = powerUi.GetChild(1).GetComponent <Image>();
        }

        m_vignette = m_postProfile.GetSetting <Vignette>();
    }
Пример #19
0
 private void Start()
 {
     ppVol    = GetComponent <PostProcessVolume>();
     vignette = ppVol.profile.settings[0] as Vignette;
     vignette.intensity.value  = intensity;
     vignette.smoothness.value = this.smoothness;
 }
    public void Activate()
    {
        // (Re)Set volume for post process vignette effect
        if (vignette != null)
        {
            vignette.intensity.value = 0f;
            Destroy(vignette);
            vignette = null;
        }
        vignette = ScriptableObject.CreateInstance <Vignette>();
        vignette.enabled.Override(true);
        vignette.intensity.Override(0f);
        vignette.roundness.Override(1f);
        vignette.smoothness.Override(1f);
        volume = PostProcessManager.instance.QuickVolume(8, 100f, vignette);

        // (Re)Set cubeHasBeenHere
        cubeHasBeenHere = new Dictionary <MazeFrameSplines.SplineSegment, bool>(MazeFrameSplines.SplineSegments.Count);
        foreach (MazeFrameSplines.SplineSegment segment in MazeFrameSplines.SplineSegments)
        {
            cubeHasBeenHere.Add(segment, false);
        }

        // Reset some initials, as we need to guarantee initial behavior
        CurrSplineSegment = null;
        currEventHorizon  = eventHorizon * MazeScale.ComponentMax();

        // activate
        cubesActive = true;
    }
        /// <summary>
        /// Processes the image.
        /// </summary>
        /// <param name="factory">
        /// The the current instance of the <see cref="T:ImageProcessor.ImageFactory"/> class containing
        /// the image to process.
        /// </param>
        /// <param name="image">The current image to process</param>
        /// <param name="newImage">The new Image to return</param>
        /// <returns>
        /// The processed image from the current instance of the <see cref="T:ImageProcessor.ImageFactory"/> class.
        /// </returns>
        public Image TransformImage(ImageFactory factory, Image image, Image newImage)
        {
            using (Graphics graphics = Graphics.FromImage(newImage))
            {
                using (ImageAttributes attributes = new ImageAttributes())
                {
                    attributes.SetColorMatrix(this.Matrix);

                    Rectangle rectangle = new Rectangle(0, 0, image.Width, image.Height);

                    graphics.DrawImage(image, rectangle, 0, 0, image.Width, image.Height, GraphicsUnit.Pixel, attributes);
                }
            }

            // Add a vignette to finish the effect.
            factory.Update(newImage);
            Vignette vignette = new Vignette();

            newImage = (Bitmap)vignette.ProcessImage(factory);

            // Reassign the image.
            image.Dispose();
            image = newImage;

            return(image);
        }
Пример #22
0
    private void Start()
    {
        frequency   = SlowmoManager.instance.frequency;
        destoryTime = SlowmoManager.instance.destoryTime;

        vignette = postVolume.profile.GetSetting <Vignette>();
    }
Пример #23
0
 void CloseEyes(Vignette toClose)
 {
     if (toClose.intensity.value < 10 && needClose && !needOpen)
     {
         toClose.intensity.value += 0.5f * Time.deltaTime;
     }
 }
Пример #24
0
    private void Awake()
    {
        if (Instance == null)
        {
            Instance = this;
        }
        //init
        if (cameraShake.camera)
        {
            mainCamera = cameraShake.camera;
        }
        else
        {
            mainCamera = GetComponentInChildren <CinemachineVirtualCamera>();
        }
        noise = mainCamera.GetCinemachineComponent <CinemachineBasicMultiChannelPerlin>();

        radialBlurIsOpen   = false;
        motionVectorIsOpen = false;

        PPP = GetComponent <PostProcessVolume>().sharedProfile;
        motionBlurSetting = PPP.GetSetting <MotionBlur>();
        RadialBlurSetting = PPP.GetSetting <RadialBlur>();
        HitEffectSetting  = PPP.GetSetting <Vignette>();
    }
 public void LoadBattleScene(EnemyType enemyType, int enemyLevel, int enemyMaxPhase)
 {
     this.enemyType     = enemyType;
     this.enemyLevel    = enemyLevel;
     this.enemyMaxPhase = enemyMaxPhase;
     Vignette.LoadScene("Battle");
 }
    void Start()
    {
        #region BlurVision
        BlurOfVision = ScriptableObject.CreateInstance <DepthOfField>();
        BlurOfVision.enabled.Override(true);
        BlurOfVision.focusDistance.overrideState = true;
        #endregion

        #region LensD
        LensD = ScriptableObject.CreateInstance <LensDistortion>();
        LensD.enabled.Override(true);
        LensD.intensity.overrideState = true;
        #endregion

        #region ColorG
        ColorG = ScriptableObject.CreateInstance <ColorGrading>();
        ColorG.enabled.Override(true);
        ColorG.saturation.overrideState = true;
        #endregion

        #region TVig
        TVig = ScriptableObject.CreateInstance <Vignette>();
        TVig.enabled.Override(true);
        TVig.intensity.overrideState = true;
        #endregion

        Volume = PostProcessManager.instance.QuickVolume(gameObject.layer, 100f, BlurOfVision, LensD, ColorG, TVig);
    }
Пример #27
0
    public void GenerateMap()
    {
        //Generates noise that will be applied to the mesh
        float[,] noise = Noise.NoiseMap(width, height, noiseScale, octaves, persistence, lacunarity, seed, islandMode, a, b);

        //Finds the displayer object and generates a mesh and texture for it to display.
        display = FindObjectOfType <LevelDisplayer>();
        display.DrawMesh(MeshGenerator.GenerateMesh(noise, amplitude, meshHeightCurve, polygonAlignment), display.colorTexture(noise), flatShading);


        if (islandMode)
        {
            Color     seaColor = new Color32(69, 91, 127, 255);
            Texture2D texture  = new Texture2D(2, 2);
            Color[]   colors   = new Color[4];
            for (int i = 0; i < 4; i++)
            {
                colors[i] = seaColor;
            }
            texture.filterMode = FilterMode.Point;
            texture.SetPixels(colors);
            texture.Apply();

            MeshData[] surroundingMeshes = GenerateIslandSurroundings();
            display.DrawSea(surroundingMeshes, texture, width - 1);
        }

        display.DrawArray(Vignette.GenerateEdges(width, a, b));
    }
Пример #28
0
    void Start()
    {
        if (GetComponent <ScriptManager>().ArmsCamera.GetComponent <PostProcessVolume>())
        {
            postProcessing = GetComponent <ScriptManager>().ArmsCamera.GetComponent <PostProcessVolume>();

            if (postProcessing.profile.HasSettings <ChromaticAberration>())
            {
                chromatic = postProcessing.profile.GetSetting <ChromaticAberration>();
            }
            else
            {
                Debug.LogError($"[PostProcessing] Please add Chromatic Aberration Effect to a {postProcessing.profile.name} profile in order to use Jumpscare Effects!");
            }

            if (postProcessing.profile.HasSettings <Vignette>())
            {
                vignette = postProcessing.profile.GetSetting <Vignette>();
            }
            else
            {
                Debug.LogError($"[PostProcessing] Please add Vignette Effect to a {postProcessing.profile.name} profile in order to use Jumpscare Effects!");
            }
        }
        else
        {
            Debug.LogError($"[PostProcessing] There is no PostProcessVolume script added to a {GetComponent<ScriptManager>().ArmsCamera.gameObject.name}!");
        }

        itemSwitcher = GetComponentInChildren <ItemSwitcher>();

        PlayerBreath  = transform.root.gameObject.GetComponentInChildren <PlayerController>().transform.GetChild(1).transform.GetChild(1).gameObject.GetComponent <AudioSource>();
        defaultVolume = PlayerBreath.volume;
    }
Пример #29
0
        public HealthAndShieldPointsDisplayingSystem(Slider healthSlider, Text healthText, Slider shieldSlider, Text shieldText, Vignette vignette)
        {
            if (healthSlider == null)
            {
                throw new Exception($"{nameof(HealthPointsUpdaterSystem)} {nameof(healthSlider)} was null");
            }
            if (healthText == null)
            {
                throw new Exception($"{nameof(HealthPointsUpdaterSystem)} {nameof(healthText)} was null");
            }
            if (shieldSlider == null)
            {
                throw new Exception($"{nameof(HealthPointsUpdaterSystem)} {nameof(shieldSlider)} was null");
            }
            if (shieldText == null)
            {
                throw new Exception($"{nameof(HealthPointsUpdaterSystem)} {nameof(shieldText)} was null");
            }

            this.vignette = vignette;

            _healthSlider   = healthSlider;
            _healthText     = healthText;
            _shieldSlider   = shieldSlider;
            _shieldText     = shieldText;
            maxHealthPoints = vignetteStartValue;
            maxShieldPoints = 0f;
            healthPoints    = 0f;
            shieldPoints    = 0f;
            _shieldSlider.gameObject.SetActive(false);
            _healthSlider.transform.localPosition += deltaPosition;
            _healthSlider.transform.localScale     = bigScale;
            vignette.intensity.value = 0f;
            vignette.enabled.value   = true;
        }
Пример #30
0
    private ChromaticAberration _chromAbr;  // Chromatic Aberration

    // -----------------------------------------------------------------------------
    // METHOD:      Awake()
    // DESCRIPTION: Cache global variables, set up audio sources. Creates a
    //              postProcessing volume with a vignette and chromatic abbration
    //              which are used for extra feedback when player is hit/low on health
    // -------------------------------------------------------------------------------
    private void Awake()
    {
        // Code to get player hurt audio sources:
        AudioSource[] sources = PlayerAudio.GetComponents <AudioSource>();
        PlayerHurt        = sources[0];
        HeartBeatSource   = sources[1];
        BreathSource      = sources[2];
        _playerDeathMusic = sources[3];
        _gainHealthAudio  = sources[4];

        _moveScript              = GetComponent <MoveScript>();
        _mouseLook               = GetComponentInChildren <MouseLook>();
        _playerAnim              = GetComponentInChildren <Animator>();
        LevelManager             = FindObjectOfType <LevelManager>();
        PlayerStats.PlayerHealth = 100.0f; // Make sure the player is beginning the game with full health


        // Added a conditional for the value assignment because there is no health slider in the start area scene
        if (_healthSlider)
        {
            _healthSlider.value = PlayerStats.PlayerHealth;
        }
        // Set up the post processing volume:
        _playerVignette = ScriptableObject.CreateInstance <Vignette>(); // create the vignette
        _playerVignette.enabled.Override(true);
        _playerVignette.intensity.Override(0.0f);
        _chromAbr = ScriptableObject.CreateInstance <ChromaticAberration>(); // Create and set up chromatic abb
        _chromAbr.enabled.Override(true);
        _chromAbr.intensity.Override(0.0f);
        _ppVolume = PostProcessManager.instance.QuickVolume(gameObject.layer, 100f, _playerVignette, _chromAbr); // assign the pp Volume
    }