public void UpdateSpectrogramGroupProperties() { float densityFactor = 64f / Plugin.Settings.BarCount; float spacing = 3 * Plugin.Settings.Spacing * densityFactor; if (leftSpectro) { leftSpectro.SetTransparency(Plugin.Settings.Transparency); leftSpectro.UseGrabpass(ShouldUseGrabpass()); leftSpectro.transform.localPosition = GetSaberLocalPositionTarget(); leftSpectro.UseBloomPrePass(Plugin.Settings.BloomPrePass); leftSpectro.SetSpacing(spacing); leftSpectro.UpdateMaterial(); } if (rightSpectro) { rightSpectro.SetTransparency(Plugin.Settings.Transparency); rightSpectro.UseGrabpass(ShouldUseGrabpass()); rightSpectro.transform.localPosition = GetSaberLocalPositionTarget(); rightSpectro.UseBloomPrePass(Plugin.Settings.BloomPrePass); rightSpectro.SetSpacing(spacing); rightSpectro.UpdateMaterial(); } }
public void InstantiateRightSpectrogramGroup() { LoadSpectrogramPrefab(); rightSpectro = new GameObject("RightSpectrogram").AddComponent <SpectrogramGroup>(); rightSpectro.InstantiateBars(_spectroBarPrefab); rightSpectro.SetLightDir(new Vector4(-1, -1, 0, 1)); rightSpectro.SetAmbient(0.25f); rightSpectro.SetGlow(0.25f); rightSpectro.SetTransparency(Plugin.Settings.Transparency); rightSpectro.UseGrabpass(ShouldUseGrabpass()); rightSpectro.UseBloomPrePass(Plugin.Settings.BloomPrePass); }