public void InitWithParameter(FloatParameter f) { currentParameter = f; if (paramName == null) { StartInit(); } minSlider.minValue = currentParameter.ClampRange.min; minSlider.maxValue = currentParameter.ClampRange.max; maxSlider.minValue = currentParameter.ClampRange.min; maxSlider.maxValue = currentParameter.ClampRange.max; rateSlider.minValue = currentParameter.ClampRange.min; rateSlider.maxValue = currentParameter.ClampRange.max; offsetSlider.minValue = currentParameter.ClampRange.min; offsetSlider.maxValue = currentParameter.ClampRange.max; randomSlider.minValue = currentParameter.ClampRange.min; randomSlider.maxValue = currentParameter.ClampRange.max; paramName.text = f.Name; minSlider.value = currentParameter.Min; maxSlider.value = currentParameter.Max; rateSlider.value = currentParameter.Rate; offsetSlider.value = currentParameter.Offset; randomSlider.value = currentParameter.Randomness; cyclicalToggle.isOn = currentParameter.IsCyclical; ascendToggle.isOn = currentParameter.Ascend; startAscendingToggle.isOn = currentParameter.StartAscending; UpdateSliders(); }
/// <summary> /// Creates a new blur post process effect. /// </summary> /// <param name="root">Root object to which the material belongs.</param> /// <param name="distance">The distance from the camera at which objects are focused.</param> /// <param name="range">Range of the focused area.</param> public DOFEffect(Root root, float distance = 30.0f, float range = 10.0f) : base(root) { mDistanceParam = new FloatParameter(Root, "distance", distance); mRangeParam = new FloatParameter(Root, "range", range); Setup(); }
private void startBlur() { FloatParameter sf = new FloatParameter { value = 360f }; FloatParameter af = new FloatParameter { value = 24f }; IntParameter si = new IntParameter { value = 32 }; //print("start blur"); blurComponent.gameObject.GetComponent <CameraBob>().Bob = true; //blurComponent.enabled = true; //camEffects.profile.AddSettings<MotionBlur>().shutterAngle = sf; //camEffects.profile.AddSettings<MotionBlur>().sampleCount = si; //camEffects.profile.AddSettings<DepthOfField>().aperture= af; MotionBlur mb; camEffects.profile.TryGetSettings(out mb); mb.enabled.value = true; DepthOfField df; camEffects.profile.TryGetSettings(out df); df.enabled.value = true; frameCounter = 0; }
private void WriteShipViewer(BinaryWriter Writer) { foreach (GameObject g in Children) { if (g.GetType().Equals(typeof(ShipViewer))) { ShipViewer s = (ShipViewer)g; Writer.Write(s.model.getFullPath()); Writer.Write(s.effect.getFullPath()); ColorParameter DrawColor = (ColorParameter)s.effect.findValueParameter("DrawColor"); ColorParameter SpecularColor = (ColorParameter)s.effect.findValueParameter("SpecularColor"); FloatParameter SpecularExponent = (FloatParameter)s.effect.findValueParameter("SpecularExponent"); Texture2DParameter Texture = (Texture2DParameter)s.effect.findValueParameter("Texture"); Writer.Write(Texture.getFullPath()); SaveHelper.Write(DrawColor.get()); SaveHelper.Write(SpecularColor.get()); Writer.Write((Single)SpecularExponent.get()); return; } } throw new Exception("No ShipViewer to save"); }
public void Clones_Have_Same_Value() { FloatParameter p0 = new FloatParameter("id", null, 784.4243f); FloatParameter p1 = p0.Clone() as FloatParameter; Assert.AreEqual((float)p0.GetValue(), (float)p1.GetValue(), 0.001f); }
void OnEnable() { FloatParameter fparam = ParameterPool.GetParameter <FloatParameter>(); fparam.value = gunAccuracy; GlobalEventQueue.EnQueueEvent(E_Event.GunChange, fparam); }
private IEnumerator TrippingCoroutine() { ColorGrading colorGrading = PostProcessing.CurrentFilter.GetSetting <ColorGrading>(); colorGrading.enabled.Override(true); while (true) { for (int i = 0; i < 101; i++) { if (PostProcessing.CurrentFilter != null) { FloatParameter newValue = new FloatParameter(); newValue.value = i; colorGrading.temperature.Override(newValue); } yield return(null); } for (int i = -100; i < 1; i++) { if (PostProcessing.CurrentFilter != null) { FloatParameter newValue = new FloatParameter(); newValue.value = i; colorGrading.temperature.Override(newValue); } yield return(null); } } }
public void ModificationTest() { var p = new FloatParameter(null, "myFloatId", "myFloatName", 11.123, "m/s", 5); p.OnChanged += ParamOnChanged; _passedOnChanged = false; p.Value = 11.123; Assert.IsFalse(_passedOnChanged, "OnChanged called without a cause"); Assert.IsFalse(p.IsModified, "IsModified = true but must be false"); _passedOnChanged = false; p.Value = 0; Assert.IsTrue(_passedOnChanged, "OnChanged call missing"); Assert.IsTrue(p.IsModified, "IsModified = false but must be true"); _passedOnChanged = false; p.Value = 55.7689; Assert.IsTrue(_passedOnChanged, "OnChanged call missing"); p.Value = 123455.12345; _passedOnChanged = false; p.Value = 123455.123451234; // more decimals then precision Assert.IsFalse(_passedOnChanged, "OnChanged called without a cause"); p.OnChanged -= ParamOnChanged; _passedOnChanged = false; p.Value = 345.1; Assert.IsFalse(_passedOnChanged, "OnChanged not allowed but occurred"); }
private void endBlur() { FloatParameter sf = new FloatParameter { value = 4f }; FloatParameter af = new FloatParameter { value = 32f }; IntParameter si = new IntParameter { value = 0 }; //print("end blur"); blurComponent.gameObject.GetComponent <CameraBob>().Bob = false; //blurComponent.enabled = false; //camEffects.profile.AddSettings<MotionBlur>().shutterAngle = sf; //camEffects.profile.AddSettings<MotionBlur>().sampleCount = si; //camEffects.profile.AddSettings<DepthOfField>().aperture = af; MotionBlur mb; if (camEffects.profile.TryGetSettings(out mb)) { mb.enabled.value = false; } DepthOfField df; if (camEffects.profile.TryGetSettings(out df)) { df.enabled.value = false; } }
public void Opt(string key, FloatParameter v) { if (!HasKey(key)) { return; } var node = c_[key]; var o = node as JSONClass; if (o == null) { v.Value = node.AsFloat; } else { v.Value = o["value"].AsFloat; if (o.HasKey("parameter")) { v.Name = o["parameter"]; v.Register(); } } }
public PolarTrig2D() : base() { parameterMap = new ParameterMap(); emission = new FloatParameter("Emission", new float[] { }, new ParameterRange(0, 60), 10, ParameterDictionary.EmissionKey); XRadius = new FloatParameter("X Radius", new float[] { 1f, 2f, 3f, 4f }, new ParameterRange(0, 5f), 1, ParameterDictionary.X_RadiusKey); YRadius = new FloatParameter("Y Radius", new float[] { 1f, 2f, 3f, 4f }, new ParameterRange(0, 5f), 1, ParameterDictionary.Y_RadiusKey); SyncRadius = new BooleanParameter("Synch Radius", ParameterDictionary.SyncRadiusKey, true); SineCoefficient = new FloatParameter("Sine Coeffecient", new float[] { }, new ParameterRange(0, 50), 5, ParameterDictionary.SineCoefKey); CosineCoefficient = new FloatParameter("Cosine Coeffecient", new float[] { }, new ParameterRange(0, 50), 19, ParameterDictionary.CosCoefKey); SineExponent = new FloatParameter("Sine Exponent", new float[] { 0.5f, 1f, 2f, 3f, 4f }, new ParameterRange(0.25f, 4f), 2, ParameterDictionary.SineExponentKey); CosineExponent = new FloatParameter("Cosine Exponent", new float[] { 0.5f, 1f, 2f, 3f, 4f }, new ParameterRange(0.25f, 4f), 2, ParameterDictionary.CosExponentKey); Hue = new FloatParameter("Hue", new float[] { }, new ParameterRange(0, 360), 0, ParameterDictionary.HueKey); Saturation = new FloatParameter("Saturation", new float[] { }, new ParameterRange(0, 1), 0.8f, ParameterDictionary.SaturationKey); Brightness = new FloatParameter("Brightness", new float[] { }, new ParameterRange(0, 1), 0.8f, ParameterDictionary.BrightnessKey); Alpha = new FloatParameter("Alpha", new float[] { }, new ParameterRange(0, 1f), 0.5f, ParameterDictionary.AlphaKey); Theta = new FloatParameter("Theta", new float[] { Mathf.PI / 2, Mathf.PI, 3 * Mathf.PI / 2 }, new ParameterRange(0, 2 * Mathf.PI), 3.14f, ParameterDictionary.ThetaKey); parameterMap.AddFloatParameter(emission, ParameterDictionary.EmissionKey); parameterMap.AddFloatParameter(XRadius, ParameterDictionary.X_RadiusKey); parameterMap.AddFloatParameter(YRadius, ParameterDictionary.Y_RadiusKey); parameterMap.AddBoolParameter(SyncRadius, ParameterDictionary.SyncRadiusKey); parameterMap.AddFloatParameter(SineCoefficient, ParameterDictionary.SineCoefKey); parameterMap.AddFloatParameter(CosineCoefficient, ParameterDictionary.CosCoefKey); parameterMap.AddFloatParameter(SineExponent, ParameterDictionary.SineExponentKey); parameterMap.AddFloatParameter(CosineExponent, ParameterDictionary.CosExponentKey); parameterMap.AddFloatParameter(Hue, ParameterDictionary.HueKey); parameterMap.AddFloatParameter(Saturation, ParameterDictionary.SaturationKey); parameterMap.AddFloatParameter(Brightness, ParameterDictionary.BrightnessKey); parameterMap.AddFloatParameter(Alpha, ParameterDictionary.AlphaKey); parameterMap.AddFloatParameter(Theta, ParameterDictionary.ThetaKey); }
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; }
private void Awake() { ppVol = GetComponent <PostProcessVolume>(); colorGradingDrunk = ppVol.profile.settings[2] as ColorGrading; hueShift = new FloatParameter(); audioSrc = GetComponent <AudioSource>(); }
IEnumerator AddGlitch(FloatParameter _drift, FloatParameter _jitter, FloatParameter _cutoff, FloatParameter _jump) { addDrift = _drift; addJitter = _jitter; addCutoff = _cutoff; addJump = _jump; float _addDrift = addDrift; float _addJitter = addJitter; float _addCutoff = addCutoff; float _addJump = addJump; float elapsedTime = 0; float timer = 0.8f; margin = new FloatParameter { value = 0.15f }; //Glitch effects reduces over time while (elapsedTime < timer) { _addDrift = Mathf.Lerp(_addDrift, 0, elapsedTime / timer); _addJitter = Mathf.Lerp(_addJitter, 0, elapsedTime / timer); _addCutoff = Mathf.Lerp(_addCutoff, 0, elapsedTime / timer); _addJump = Mathf.Lerp(_addJump, 0, elapsedTime / timer); addDrift.value = _addDrift; addJitter.value = _addJitter; addCutoff.value = _addCutoff; addJump.value = _addJump; elapsedTime += Time.deltaTime; yield return(new WaitForEndOfFrame()); } addDrift = new FloatParameter { value = 0.0f }; addJitter = new FloatParameter { value = 0.0f }; addCutoff = new FloatParameter { value = 0.0f }; addJump = new FloatParameter { value = 0.0f }; //Resets GlitchBuzz() margin = new FloatParameter { value = 0.0f }; driftBuzz.value = 0.0f; jitterBuzz.value = 0.0f; cutoffBuzz.value = 0.0f; jumpBuzz.value = 0.0f; //print("Drift = drift: " + drift.value + " + addDrift: " + addDrift.value + " + driftBuzz: " + driftBuzz.value); yield return(null); }
private IEnumerator SickCoroutine() { LensDistortion lensDistortion = PostProcessing.CurrentFilter.GetSetting <LensDistortion>(); lensDistortion.enabled.Override(true); while (true) { for (float i = -1; i < 1; i += 0.01f) { if (PostProcessing.CurrentFilter != null) { FloatParameter newValue = new FloatParameter(); newValue.value = i; lensDistortion.centerY.Override(newValue); } yield return(null); } for (float i = 1; i > -1; i -= 0.01f) { if (PostProcessing.CurrentFilter != null) { FloatParameter newValue = new FloatParameter(); newValue.value = i; lensDistortion.centerY.Override(newValue); } yield return(null); } } }
/// <summary> /// Creates a new blur post process effect. /// </summary> /// <param name="root">Root object to which the material belongs.</param> /// <param name="isFirstPass">Whether the effect is to be applied as a first blur pass.</param> /// <param name="blurDistance">How much the image will be blurred by the effect.</param> public BlurEffect(Root root, bool isFirstPass = true, float blurDistance = 0.003f) : base(root) { mIsFirstPass = isFirstPass; mBlurDistanceParam = new FloatParameter(root, "blurDistance", blurDistance); Setup(); }
public Cont1(DataContainer parent) : base(parent, "Cont1", "Cont1") { IntParam = new IntParameter(this, "IntParam", "IntParam", 0); StrParam = new StringParameter(this, "StrParam", "StrParam", "abc"); FloatParam1 = new FloatParameter(this, "FloatParam1", "FloatParam1", 0.5f, "m/s", 5); FloatParam2 = new FloatParameter(this, "FP2", "FloatParam2", 5.5f, "m/s", 8); }
public void BufferTest() { var p = new FloatParameter(null, "myFloatId", "myFloatName", 123.0, "m/s", 5); p.Value = 555555.66; p.ResetModifiedState(); Assert.AreEqual(p.BufferedValue, p.Value, "BufferedValue not set correctly"); }
public void SetValueTest() { var p = new FloatParameter(null, "myFloatId", "myFloatName", 55.076, "m/s", 5); p.AsString = $"123456789{CultureInfo.CurrentCulture.NumberFormat.CurrencyDecimalSeparator}23"; CheckSetErroneousValueAsString(p, "Otto"); CheckSetErroneousValueAsString(p, "true"); }
public void ProhibitedValueChangeTest() { var p = new FloatParameter(null, "myFloatId", "myFloatName", 55.076, "m/s", 5); CheckProhibitedValueChange(p, 77, param => ((FloatParameter)param).Value = 1234.34 ); }
/// <summary> /// Initializes a new instance of the <see cref="TexturedMaterial"/> class. /// </summary> /// <param name="root">Root object to which the material belongs.</param> public TexturedMaterial(Root root) : base(root) { mAmbientColorParam = new ColorParameter(root, "ambientColor", Color.Black); mDiffuseTextureParam = new TextureParameter(Root, "txDiffuse", null); mSpecularIntensityParam = new FloatParameter(root, "specularIntensity", 0.0f); mShininessParam = new FloatParameter(root, "shininess", 1.0f); mReceiveShadowsParam = new FloatParameter(root, "receiveShadows", 1.0f); Setup(); }
private IEnumerator BloomProcessing() { FloatParameter _float = bloom.intensity; while (true) { _float.Interp(bloom.intensity, Random.Range(1, 7), 0.1f); yield return(null); } }
//총바꿈 public void ListenGunChange(object param) { FloatParameter p = param as FloatParameter; accuracy = p.value; float size = DEFAULT_SIZE * accuracy; rectTransform.SetSizeWithCurrentAnchors(RectTransform.Axis.Vertical, size); rectTransform.SetSizeWithCurrentAnchors(RectTransform.Axis.Horizontal, size); }
public static void Convert(this BIRPRendering.FloatParameter birpSource, FloatParameter target, float scale = 1f, bool enabledState = true) { if (target == null) { return; } target.value = enabledState ? birpSource.value * scale : 0f; target.overrideState = birpSource.overrideState; }
private void Awake() { ppVol = GetComponent <PostProcessVolume>(); lens = ppVol.profile.settings[0] as LensDistortion; x = new FloatParameter(); y = new FloatParameter(); x.value = lens.intensityX; y.value = lens.intensityY; audioSrc = GetComponent <AudioSource>(); }
/// <summary> /// Creates a new material with no textures. Textures must be set before rendering any /// object with the material. /// </summary> /// <param name="root">Root object to which the material belongs.</param> public NormalMappedMaterial(Root root) : base(root) { mAmbientColorParam = new ColorParameter(Root, "ambientColor", Color.Black); mDiffuseTextureParam = new TextureParameter(Root, "txDiffuse", null); mNormalTextureParam = new TextureParameter(Root, "txNormal", null); mSpecularTextureParam = new TextureParameter(Root, "txSpecular", null); mBumpinessParam = new FloatParameter(Root, "bumpiness", 1.0f); mReceiveShadowsParam = new FloatParameter(root, "receiveShadows", 1.0f); Setup(); }
void Start() { foreach (FloatParameter parameter in m_animator.FloatParams) { if (parameter.Name == m_paramName) { m_parameter = parameter; break; } } }
public MovingMatrix4 getMovingMatrix(string name, MovingMatrix4 defaultValue) { // step 1: check for a non-moving specification: Matrix4 m = getMatrix(name, null); if (m != null) { return(new MovingMatrix4(m)); } // step 2: check to see if the time range has been updated FloatParameter times = getFloatArray(name + ".times"); if (times != null) { if (times.data.Length <= 1) { defaultValue.updateTimes(0, 0); } else { if (times.data.Length != 2) { UI.printWarning(UI.Module.API, "Time value specification using only endpoints of {0} values specified", times.data.Length); } // get endpoint times - we might allow multiple time values // later float t0 = times.data[0]; float t1 = times.data[times.data.Length - 1]; defaultValue.updateTimes(t0, t1); } } else { // time range stays at default } // step 3: check to see if a number of steps has been specified int steps = getInt(name + ".steps", 0); if (steps <= 0) { // not specified - return default value } else { // update each element defaultValue.setSteps(steps); for (int i = 0; i < steps; i++) { defaultValue.updateData(i, getMatrix(String.Format("{0}[{1}]", name, i), defaultValue.getData(i))); } } return(defaultValue); }
/// <summary> Called when a float parameter is detected. Override to assign to the proper variable. </summary> /// count tells how many float parameters have been identified so far and can be used to identify them. protected override void ReceiveFloatParameter(FloatParameter floatParameter, int count) { switch (count) { case 1: _DegreesPerSecond = floatParameter; break; default: break; } }
public void ImplicitOperator_ReturnsValue() { FloatParameter p = new FloatParameter("id", null, 68); if (p > 5) { Assert.Pass(); } Assert.Fail(); }