public static void TriggerAnimation(string shader, int duration, ShaderParameters start, ShaderParameters middle, ShaderParameters end) { bool exists = false; foreach (ShaderAnimation ani in animations) { if (ani.shader == shader) { exists = true; } } if (!exists) { ShaderAnimation animation = new ShaderAnimation(shader, duration); animation.start = start; animation.middle = middle; animation.end = end; try { animations.Add(animation); } catch { } } /* * rippleEffect.Parameters["center"].SetValue(new Vector2(0.8f, 0.8f)); // new Vector2(0.8f,0.8f) * rippleEffect.Parameters["amplitude"].SetValue(0.01f); // 0.1 * rippleEffect.Parameters["frequency"].SetValue(10); * rippleEffect.Parameters["phase"].SetValue(floodWaveTicks); */ }
public static void TriggerAnimation(string shader, int duration, ShaderParameters start, ShaderParameters middle, ShaderParameters end) { bool exists = false; foreach (ShaderAnimation ani in animations) { if (ani.shader == shader) { exists = true; } } if (!exists) { ShaderAnimation animation = new ShaderAnimation(shader, duration); animation.start = start; animation.middle = middle; animation.end = end; try { animations.Add(animation); } catch { } } /* rippleEffect.Parameters["center"].SetValue(new Vector2(0.8f, 0.8f)); // new Vector2(0.8f,0.8f) rippleEffect.Parameters["amplitude"].SetValue(0.01f); // 0.1 rippleEffect.Parameters["frequency"].SetValue(10); rippleEffect.Parameters["phase"].SetValue(floodWaveTicks); */ }