public void Reset() { foreach (var text in TextViews.Keys) { text.fontSize = 20; text.alignment = TextAnchor.MiddleCenter; text.text = "こんにちは"; text.color = UnityEngine.Color.white; text.GetComponent <CanvasGroup>().alpha = 0; } foreach (var sprite in SpriteViews.Keys) { sprite.color = UnityEngine.Color.white; sprite.preserveAspect = true; sprite.GetComponent <CanvasGroup>().alpha = 0; } Camera.main.transform.position = new Vector3(0, 0, -10); Camera.main.transform.eulerAngles = Vector3.zero; Camera.main.orthographic = true; Camera.main.fieldOfView = 53.2f; Prism.SetPrismPreset(null); Prism.useVignette = false; Prism.useChromaticAberration = false; Sleek.settings.bloomEnabled = false; Sleek.settings.bloomIntensity = 0; RadialBlur.enabled = false; RadialBlur.Intensity = 0.025f; ColorAdjustment.enabled = false; ColorAdjustment.Brightness = 1; ColorAdjustment.Saturation = 1; ColorAdjustment.Contrast = 1; GrayScale.enabled = false; GrayScale._Fade = 1; Noise.enabled = false; Noise.Noise = 0.2f; ColorFilter.enabled = false; ColorFilter.ColorRGB = UnityEngine.Color.white; Sepia.enabled = false; Sepia._Fade = 1; Dream.enabled = false; Dream.Distortion = 1f; Fisheye.enabled = false; Fisheye.Distortion = 0.5f; Shockwave.enabled = false; Shockwave.TimeX = 1.0f; Shockwave.Speed = 1; Focus.enabled = false; Focus.Size = 1; Focus.Color = UnityEngine.Color.white; Focus.Speed = 5; Focus.Intensity = 0.25f; Glitch.enabled = false; Glitch.Glitch = 1; Artifact.enabled = false; Artifact.Fade = 1; Artifact.Colorisation = 1; Artifact.Parasite = 1; Artifact.Noise = 1; Arcade.enabled = false; Arcade.Interferance_Size = 1; Arcade.Interferance_Speed = 0.5f; Arcade.Contrast = 1; Arcade.Fade = 1; Chromatical.enabled = false; Chromatical.Fade = 1; Chromatical.Intensity = 1; Chromatical.Speed = 1; Tape.enabled = false; }
/// <summary> /// Sets the PRISM Preset on our linked PRISM script /// </summary> /// <param name="preset">Preset.</param> void CallSetPrismPreset(Prism.Utils.PrismPreset preset) { //Debug.Log("SET to " + preset.name + " from " + gameObject.name); targetPRISM.SetPrismPreset(preset); }