// Use this for initialization void Start() { bInited = false; MainCamera = transform.Find("WorldCamera").GetComponent <Camera>(); ppBehavior = MainCamera.GetComponent <UnityEngine.PostProcessing.PostProcessingBehaviour>(); offset = transform.position - CameraPivot.transform.position; if (TargetBody == null) { TargetBody = GameObject.FindGameObjectWithTag("Player"); Debug.Log("未绑定目标物体,默认替换为Player标签的物体"); } if (CameraPivot) { transform.LookAt(CameraPivot.transform); } else { Debug.LogError("未绑定相机焦点物体"); } for (int i = 0, length = IgnoreLayers.Length; i < length; ++i) { layerMask |= 1 << LayerMask.NameToLayer(IgnoreLayers[i]); } layerMask = ~layerMask; GameClient.Instance.NextTick(() => bInited = true, 0.1f); }
private void Awake() { renderersHidden = new List <Renderer>(); m_PostProcBehavior = GetComponent <UnityEngine.PostProcessing.PostProcessingBehaviour>(); m_DefaultDOFSettings = m_PostProcBehavior.profile.depthOfField.settings; m_DefaultFOV = Cam.fieldOfView; }
void OnEnable() { ppb = GetComponent <UnityEngine.PostProcessing.PostProcessingBehaviour> (); profile = Instantiate(ppb.profile); ppb.profile = profile; ppb.profile.ambientOcclusion.enabled = QualitySettings.GetQualityLevel() > 3; ppb.profile.bloom.enabled = QualitySettings.GetQualityLevel() > 2; }
void Start() { PostProcessingBehaviour = Camera.main.GetComponent <UnityEngine.PostProcessing.PostProcessingBehaviour>(); ScreenWidth = Screen.width; ScreenHeight = Screen.height; Dropdown.onValueChanged.AddListener(delegate { myDropdownValueChangedHandler(Dropdown); }); }
private void Awake() { if (GameManager.Instance == null) //so we don't have to test directly out of "Main" every time { PersistentModel.GameSceneOverride = SceneManager.GetActiveScene().name; SceneManager.LoadScene("Main", LoadSceneMode.Single); return; } #if UNITY_WEBGL UnityEngine.PostProcessing.PostProcessingBehaviour postProcessingBehavior = Camera.main.GetComponent <UnityEngine.PostProcessing.PostProcessingBehaviour>(); if (Application.platform == RuntimePlatform.WebGLPlayer && IsSafari()) { var profile = postProcessingBehavior.profile; profile.colorGrading.enabled = false; } #endif Time = PersistentModel.Instance.ChallengeTime; SceneManager.sceneLoaded += OnSceneLoaded; laps = PersistentModel.Instance.GameLaps; if (!PersistentModel.Instance.DEBUG) { GameObject.Find("Debug").SetActive(false); } SetWeather(WEATHER_DEFAULT); GameScreen = UIManager.Instance.GetComponentInChildren <GameScreen>(); ////////////////////////////////////////////////////////////////////////////////////////// // init race time event manager ////////////////////////////////////////////////////////////////////////////////////////// raceTimeEventManager = new RaceTimeEventManager(); raceTimeEventManager.Initialize(this); // its null if user has not selected a tire option if (PersistentModel.Instance.TireOptionSelectedData != null) { if (PersistentModel.Instance.TireOptionSelectedData.correct) { PersistentModel.Instance.TireOptionSelectedData = null; } else { // stop race and show alert raceTimeEventManager.AddTimeEvent(RaceTimeEventManager.Event.FORCE_STOP, 1f); } } ////////////////////////////////////////////////////////////////////////////////////////// }
// Use this for initialization void Start() { dl = GameObject.FindGameObjectWithTag("DrawListener").GetComponent <DrawListener>(); cam = Camera.main; camController = cam.gameObject.GetComponent <CameraController>(); nextCheckForDeathPaths = checkForDeadPaths; riders.AddRange(GameObject.FindGameObjectsWithTag("Player")); postProc = cam.gameObject.GetComponent <UnityEngine.PostProcessing.PostProcessingBehaviour>(); deathProfile = (UnityEngine.PostProcessing.PostProcessingProfile)Instantiate(Resources.Load("Profiles/DeathProfile")); // Determine camera bounds upperXBound = cam.gameObject.transform.position.x + (cam.orthographicSize * Screen.width / Screen.height); lowerXBound = cam.gameObject.transform.position.x - (cam.orthographicSize * Screen.width / Screen.height); upperYBound = cam.gameObject.transform.position.y + cam.orthographicSize; lowerYBound = cam.gameObject.transform.position.y - cam.orthographicSize; }
void Start() { if (Application.platform == RuntimePlatform.Android) { UnityEngine.PostProcessing.PostProcessingBehaviour _p = GetComponent <UnityEngine.PostProcessing.PostProcessingBehaviour> (); if (_p != null) { _p.enabled = false; } enabled = false; } trans = transform; trans.LookAt(target); angleY = trans.eulerAngles.y; angleX = trans.eulerAngles.x; bMove = true; }
// Use this for initialization. void Start() { // Cache the camera's post processing behaviour into the one created above. postProcBehaviour = postProcCamera.GetComponent <UnityEngine.PostProcessing.PostProcessingBehaviour>(); }
void Update() { if (RootScript.RootScriptInstance.paused) { if (postProcess.profile.colorGrading.enabled || QualitySettings.pixelLightCount < optimalPixelLightAmount) { PreparePostProcess(); } } if (currentLevel == 1) { if (MFPClassicAssets.root.allEnemies.Length != 0) { if (MFPClassicAssets.player.kPunchPublic) { if (MFPClassicAssets.root.allEnemies[0].GetComponent <EnemyScript>().enabled) { recentAttackType = "kick"; tutorialEnemyAlive = true; Invoke("CheckTutorialStatus", 0.1f); } } if (playerInput.GetButtonDown("Fire")) { MFPClassicAssets.root.clearInstructionText(); } } } #if DEBUG if (Input.GetKeyDown(KeyCode.P)) { UnityEngine.PostProcessing.PostProcessingBehaviour behaviour = GameObject.Find("Main Camera").GetComponent <UnityEngine.PostProcessing.PostProcessingBehaviour>(); if (behaviour.profile.colorGrading.enabled) { behaviour.profile.colorGrading.enabled = false; } else { behaviour.profile.colorGrading.enabled = true; } } if (Input.GetKeyDown(KeyCode.O)) { foreach (Light l in GameObject.Find("MFPLevel").GetComponentsInChildren <Light>()) { l.range -= 10; } } if (Input.GetKeyDown(KeyCode.I)) { GameObject.FindObjectOfType <LevelChangerScript>().doTheThing(); } #endif }