/// <summary> /// Regenerate the beam mesh and material. /// This can be slow, so don't call this function during playtime. /// </summary> public void GenerateGeometry() { #if UNITY_EDITOR HandleBackwardCompatibility(pluginVersion, Version.Current); #endif pluginVersion = Version.Current; AssignPropertiesFromSpotLight(lightSpotAttached); ValidateProperties(); if (m_BeamGeom == null) { var shader = Config.Instance.beamShader; if (!shader) { Debug.LogError("Invalid BeamShader set in VLB Config"); return; } m_BeamGeom = Utils.NewWithComponent <BeamGeometry>("Beam Geometry"); m_BeamGeom.Initialize(this, shader); } m_BeamGeom.RegenerateMesh(); m_BeamGeom.visible = enabled; }
private void OnEnable() { if (BeamGeometry.IsUsingCustomRenderPipeline()) { RenderPipelineManager.beginCameraRendering += new Action <ScriptableRenderContext, Camera>(this.OnBeginCameraRendering); } }
private void DestroyBeam() { if (this.m_BeamGeom) { UnityEngine.Object.DestroyImmediate(this.m_BeamGeom.gameObject); } this.m_BeamGeom = null; }
void DestroyBeam() { if (m_BeamGeom) { DestroyImmediate(m_BeamGeom.gameObject); // Make sure to delete the GAO } m_BeamGeom = null; }
private void DestroyBeam() { if (Object.op_Implicit((Object)this.m_BeamGeom)) { Object.DestroyImmediate((Object)((Component)this.m_BeamGeom).get_gameObject()); } this.m_BeamGeom = (BeamGeometry)null; }
private void OnEnable() { if (!BeamGeometry.IsUsingCustomRenderPipeline()) { return; } RenderPipeline.add_beginCameraRendering(new Action <Camera>(this.OnBeginCameraRendering)); }
private void OnWillRenderObject() { if (!BeamGeometry.IsUsingCustomRenderPipeline()) { Camera camera = Camera.current; if (camera != null) { this.UpdateCameraRelatedProperties(camera); } } }
void OnDestroy() { if (m_BeamGeom) { DestroyImmediate(m_BeamGeom.gameObject); // Make sure to delete the GAO } m_BeamGeom = null; if (m_BeamGeom_back) { DestroyImmediate(m_BeamGeom_back.gameObject); // Make sure to delete the GAO } m_BeamGeom_back = null; }
private void OnWillRenderObject() { if (BeamGeometry.IsUsingCustomRenderPipeline()) { return; } Camera current = Camera.get_current(); if (!Object.op_Inequality((Object)current, (Object)null)) { return; } this.UpdateCameraRelatedProperties(current); }
/// <summary> /// Regenerate the beam mesh (and also the material). /// This can be slow (it recreates a mesh from scratch), so don't call this function during playtime. /// You would need to call this function only if you want to change the properties 'geomSides' and 'geomCap' during playtime. /// Otherwise, for the other properties, just enable 'trackChangesDuringPlaytime', or manually call 'UpdateAfterManualPropertyChange()' /// </summary> public virtual void GenerateGeometry() { HandleBackwardCompatibility(pluginVersion, Version.Current); pluginVersion = Version.Current; ValidateProperties(); if (m_BeamGeom == null) { m_BeamGeom = Utils.NewWithComponent <BeamGeometry>("Beam Geometry"); m_BeamGeom.Initialize(this); } m_BeamGeom.RegenerateMesh(); m_BeamGeom.visible = enabled; }
/// <summary> /// Regenerate the beam mesh (and also the material). /// This can be slow (it recreates a mesh from scratch), so don't call this function during playtime. /// You would need to call this function only if you want to change the properties 'geomSides' and 'geomCap' during playtime. /// Otherwise, for the other properties, just enable 'trackChangesDuringPlaytime', or manually call 'UpdateAfterManualPropertyChange()' /// </summary> public void GenerateGeometry() { if (m_BeamGeom == null) { m_BeamGeom = Utils.NewWithComponent <BeamGeometry>("Beam Geometry"); } m_BeamGeom.Initialize(this); m_BeamGeom.visible = enabled; if (m_BeamGeom_back == null) { m_BeamGeom_back = Utils.NewWithComponent <BeamGeometry>("Beam Geometry"); m_BeamGeom_back.front = false; } m_BeamGeom_back.Initialize(this); m_BeamGeom_back.visible = enabled; }
public virtual void GenerateGeometry() { this.HandleBackwardCompatibility(this.pluginVersion, 1510); this.pluginVersion = 1510; this.ValidateProperties(); if (this.m_BeamGeom == null) { Shader instance = Config.Instance.beamShader; if (!instance) { UnityEngine.Debug.LogError("Invalid BeamShader set in VLB Config"); return; } this.m_BeamGeom = Utils.NewWithComponent <BeamGeometry>("Beam Geometry"); this.m_BeamGeom.Initialize(this, instance); } this.m_BeamGeom.RegenerateMesh(); this.m_BeamGeom.visible = base.enabled; }
public virtual void GenerateGeometry() { this.HandleBackwardCompatibility(this.pluginVersion, 1510); this.pluginVersion = 1510; this.ValidateProperties(); if (Object.op_Equality((Object)this.m_BeamGeom, (Object)null)) { Shader beamShader = Config.Instance.beamShader; if (!Object.op_Implicit((Object)beamShader)) { Debug.LogError((object)"Invalid BeamShader set in VLB Config"); return; } this.m_BeamGeom = Utils.NewWithComponent <BeamGeometry>("Beam Geometry"); this.m_BeamGeom.Initialize(this, beamShader); } this.m_BeamGeom.RegenerateMesh(); this.m_BeamGeom.visible = ((Behaviour)this).get_enabled(); }
/// <summary> /// Regenerate the beam mesh (and also the material). /// This can be slow (it recreates a mesh from scratch), so don't call this function during playtime. /// You would need to call this function only if you want to change the properties 'geomSides' and 'geomCap' during playtime. /// Otherwise, for the other properties, just enable 'trackChangesDuringPlaytime', or manually call 'UpdateAfterManualPropertyChange()' /// </summary> public virtual void GenerateGeometry() { HandleBackwardCompatibility(pluginVersion, Version.Current); pluginVersion = Version.Current; ValidateProperties(); if (m_BeamGeom == null) { var shader = Config.Instance.beamShader; if (!shader) { Debug.LogError("Invalid BeamShader set in VLB Config"); return; } m_BeamGeom = Utils.NewWithComponent <BeamGeometry>("Beam Geometry"); m_BeamGeom.Initialize(this, shader); } m_BeamGeom.RegenerateMesh(); m_BeamGeom.visible = enabled; }