private void SetHeroFunc() { //Debug.Log("-------------------call SetHeroFunc2"); LightFaceEffect lf = GameObject.FindObjectOfType <LightFaceEffect>(); if (lf != null) { //Debug.Log("----------------set hero func lfe.lookattarget = " + Hero.GameObject.GetHashCode()); lf.LookAtTarget = Hero.GameObject.transform; } MainLightFace mlf = GameObject.FindObjectOfType <MainLightFace>(); if (mlf != null) { mlf.target = Hero.GameObject.transform; } GOERoot.GOECamera.LookAt(Hero); GOESceneCameraTransitionAreaMgr areaMgr = GetComponent <GOESceneCameraTransitionAreaMgr>() as GOESceneCameraTransitionAreaMgr; areaMgr.SetHero(Hero.GameObject.transform); TerrainBehaviour terrain = GameObject.FindObjectOfType <TerrainBehaviour>() as TerrainBehaviour; if (terrain != null) { //Debug.Log("------------set hero func terrainbehavior.mhro = " + Hero.GameObject.GetHashCode()); terrain.Hero = Hero.GameObject.transform; } else { //Debug.Log("-------------set hero func terrainbehavior = null"); } }
public void SetLight(float light) { LightFaceEffect lfe = GetLightFaceEffect(); if (lfe != null) { //lfe.Light = light; } }
/// <summary> /// 低配 /// </summary> public void LowQuality() { mQuality = QualityType.Low; LightFaceEffect lfe = GameObject.FindObjectOfType <LightFaceEffect>() as LightFaceEffect; if (lfe != null) { lfe.LightEffectEnable = false; lfe.GlowEnable = false; lfe.TerrainXQulity = TerrainXQualityLevel.Low; } }
/// <summary> /// 高配 /// </summary> public void HeightQuality() { mQuality = QualityType.Height; LightFaceEffect lfe = GameObject.FindObjectOfType <LightFaceEffect>() as LightFaceEffect; if (lfe != null) { try { lfe.LightEffectEnable = true; lfe.GlowEnable = true; lfe.TerrainXQulity = TerrainXQualityLevel.High; } catch (Exception ex) { Debug.LogError(ex.ToString()); } } }
public void EnterScene() { if (this._camera != null) { UnityEngine.Object.Destroy(this._camera.gameObject); } Camera cam = Camera.main; if (cam == null) { cam = CreateDefCamera(); } int tempLayer = 0; tempLayer |= 1 << LayerDef.COLLIDER; tempLayer |= 1 << LayerDef.Walk_Surface; tempLayer |= 1 << LayerDef.LIGHT_FACE; tempLayer |= 1 << LayerDef.UI; tempLayer |= 1 << LayerDef._3DUI; tempLayer |= 1 << LayerDef.UIMODEL; cam.cullingMask = ~tempLayer; UnityEngine.Object.DontDestroyOnLoad(cam.gameObject); if (_camera != cam) { this._camera = cam; if (OnMainCameraReseted != null) { OnMainCameraReseted(_camera); } } _cameraControl = _camera.gameObject.GetComponent <CameraControl>() as CameraControl; if (_lightFaceEffect) { _lightFaceEffect.RemoveImageEffect(OnRenderPostEffect); } if (postEffects != null) { foreach (var i in postEffects) { i.Dispose(); } postEffects.Clear(); } _lightFaceEffect = _camera.gameObject.GetComponent <LightFaceEffect>() as LightFaceEffect; if (_lightFaceEffect) { _lightFaceEffect.AddImageEffect(OnRenderPostEffect); } GOECameraComponent comp; for (int i = 0; i < mListComponent.Count; i++) { comp = mListComponent[i] as GOECameraComponent; comp.EnterScene(); } this._camera.depthTextureMode |= DepthTextureMode.None; if (GOERoot.SceneImp.Hero != null && GOERoot.SceneImp.Hero.ResStatus == ResStatus.OK) { LookAt(GOERoot.SceneImp.Hero); } }