public void Awake() { // Ensure directional light reference is not null if (_directionalLight == null) { Debug.LogError(string.Format("({0}) Directional Light reference not set, or null")); } else if (_directionalLight.type != LightType.Directional) { // Notify user if given directional light reference, is not a directional light Debug.LogWarning(string.Format("({0}) Directional Light reference set to light which is not a directional light")); } // Ensure player camera reference is not null if (_playerCamera == null) { Debug.LogError(string.Format("({0}) Player Camera reference not set, or null")); } else { // Get Bloom Optimized component on player camera _playerBloom = _playerCamera.GetComponent<BloomOptimized>(); if (_playerBloom == null) { // Unable to find component on player camera, // attach new Bloom Optimized component to player camera, and log it _playerBloom = _playerCamera.gameObject.AddComponent<BloomOptimized>(); Debug.LogWarning(string.Format("({0}) Unable to find Bloom Optimized Component on player camera, creating...", this.name)); } } }
// Use this for initialization void Awake() { bloom = Camera.main.GetComponent <UnityStandardAssets.ImageEffects.BloomOptimized>(); aberration = Camera.main.GetComponent <UnityStandardAssets.ImageEffects.VignetteAndChromaticAberration>(); press = false; }
private void Awake() { Bloom_ = FindObjectOfType <BloomOptimized>(); Fish_eye = FindObjectOfType <Fisheye>(); VACA = FindObjectOfType <VignetteAndChromaticAberration>(); //if(test) // PlayerPrefs.SetInt("GalleryProgress", 0); //print(PlayerPrefs.GetInt("GalleryProgress")); }
public void Clone(BloomOptimized src) { threshold = src.threshold; intensity = src.intensity; blurSize = src.blurSize; resolution = src.resolution; blurIterations = src.blurIterations; blurType = src.blurType; }
void Start() { //set up object and script references SunShaftsComponent = MainCamera.GetComponent <UnityStandardAssets.ImageEffects.SunShafts>(); ColorCorrectionCurvesComponent = MainCamera.GetComponent <UnityStandardAssets.ImageEffects.ColorCorrectionCurves>(); BloomOptimizedComponent = MainCamera.GetComponent <UnityStandardAssets.ImageEffects.BloomOptimized>(); // ChromaticAberrationComponent = MainCamera.GetComponent<UnityStandardAssets.ImageEffects.VignetteAndChromaticAberration>(); // AntiAliasingComponent = MainCamera.GetComponent<UnityStandardAssets.ImageEffects.Antialiasing>(); WeaponBehaviorComponents = WeaponObj.GetComponentsInChildren <WeaponBehavior>(true); FPSPlayerComponent = MainCamera.GetComponent <CameraControl>().FPSPlayerComponent; }
static public int get_blurType(IntPtr l) { try { UnityStandardAssets.ImageEffects.BloomOptimized self = (UnityStandardAssets.ImageEffects.BloomOptimized)checkSelf(l); pushEnum(l, (int)self.blurType); return(1); } catch (Exception e) { return(error(l, e)); } }
static public int get_intensity(IntPtr l) { try { UnityStandardAssets.ImageEffects.BloomOptimized self = (UnityStandardAssets.ImageEffects.BloomOptimized)checkSelf(l); pushValue(l, self.intensity); return(1); } catch (Exception e) { return(error(l, e)); } }
static public int constructor(IntPtr l) { try { UnityStandardAssets.ImageEffects.BloomOptimized o; o = new UnityStandardAssets.ImageEffects.BloomOptimized(); pushValue(l, o); return(1); } catch (Exception e) { return(error(l, e)); } }
static public int CheckResources(IntPtr l) { try { UnityStandardAssets.ImageEffects.BloomOptimized self = (UnityStandardAssets.ImageEffects.BloomOptimized)checkSelf(l); var ret = self.CheckResources(); pushValue(l, ret); return(1); } catch (Exception e) { return(error(l, e)); } }
static public int set_intensity(IntPtr l) { try { UnityStandardAssets.ImageEffects.BloomOptimized self = (UnityStandardAssets.ImageEffects.BloomOptimized)checkSelf(l); System.Single v; checkType(l, 2, out v); self.intensity = v; return(0); } catch (Exception e) { return(error(l, e)); } }
static public int Copy(IntPtr l) { try { UnityStandardAssets.ImageEffects.BloomOptimized self = (UnityStandardAssets.ImageEffects.BloomOptimized)checkSelf(l); UnityStandardAssets.ImageEffects.BloomOptimized a1; checkType(l, 2, out a1); self.Copy(a1); return(0); } catch (Exception e) { return(error(l, e)); } }
static public int set_fastBloomShader(IntPtr l) { try { UnityStandardAssets.ImageEffects.BloomOptimized self = (UnityStandardAssets.ImageEffects.BloomOptimized)checkSelf(l); UnityEngine.Shader v; checkType(l, 2, out v); self.fastBloomShader = v; return(0); } catch (Exception e) { return(error(l, e)); } }
static public int set_blurType(IntPtr l) { try { UnityStandardAssets.ImageEffects.BloomOptimized self = (UnityStandardAssets.ImageEffects.BloomOptimized)checkSelf(l); UnityStandardAssets.ImageEffects.BloomOptimized.BlurType v; checkEnum(l, 2, out v); self.blurType = v; return(0); } catch (Exception e) { return(error(l, e)); } }
static public int set_blurIterations(IntPtr l) { try { UnityStandardAssets.ImageEffects.BloomOptimized self = (UnityStandardAssets.ImageEffects.BloomOptimized)checkSelf(l); System.Int32 v; checkType(l, 2, out v); self.blurIterations = v; return(0); } catch (Exception e) { return(error(l, e)); } }
// Use this for initialization void Start () { bloom = this.GetComponent<BloomOptimized> (); vignette = this.GetComponent<VignetteAndChromaticAberration> (); audioSource = this.GetComponent<AudioSource>(); Hashtable ht = new Hashtable (); ht.Add ("from", 2.5); ht.Add ("to", bloom.intensity); ht.Add ("time", 3); ht.Add ("onupdate", "OnBloomUpdate"); iTween.ValueTo (gameObject, ht); onTalkEnded = new TalkEventManager.TalkEvent (OnTalkEnded); TalkEventManager.TalkEnded += onTalkEnded; }
void Awake() { //needed to "get" values from Stat when game begins meter1.Initialize(); meter2.Initialize(); meter3.Initialize(); meter4.Initialize(); meter5.Initialize(); meter6.Initialize(); //gets components colorChange = Camera.main.GetComponent <ColorCurvesManager> (); bloom = Camera.main.GetComponent <UnityStandardAssets.ImageEffects.BloomOptimized>(); aberration = Camera.main.GetComponent <UnityStandardAssets.ImageEffects.VignetteAndChromaticAberration>(); colorcurves = Camera.main.GetComponent <UnityStandardAssets.ImageEffects.ColorCorrectionCurves>(); }
public IEnumerator SentenceAnim() { yield return(new WaitForSeconds(1f)); sentence.DOFade(1, 4f).SetEase(Ease.Linear); sentence.transform.DOScale(1.15f, 8f); //Fade Effects LensDistortionBlur disto = sentenceCamera.GetComponent <LensDistortionBlur>(); DOTween.To(() => disto.Distortion, x => disto.Distortion = x, 0.7f, 4); AnalogTV tv = sentenceCamera.GetComponent <AnalogTV>(); DOTween.To(() => tv.Distortion, x => tv.Distortion = x, -0.5f, 4); UnityStandardAssets.ImageEffects.BloomOptimized bloom = sentenceCamera.GetComponent <UnityStandardAssets.ImageEffects.BloomOptimized>(); DOTween.To(() => bloom.intensity, x => bloom.intensity = x, 1f, 3); yield return(new WaitForSeconds(textDuration)); DOTween.To(() => disto.Distortion, x => disto.Distortion = x, 0f, 4); //End sentence.DOFade(0, 1f); Led led = sentenceCamera.GetComponent <Led>(); DOTween.To(() => led.Scale, x => led.Scale = x, 5, 1); sentenceCamera.GetComponent <Glitch>().enabled = true; SFX_Glitch.Play(); yield return(new WaitForSeconds(1)); inGameCanvas.SetActive(true); sentenceCamera.SetActive(false); background.DOFade(0, 3f); crosshairAlpha.DOFade(1, 3f); player.enabled = true; }
public void Copy(BloomOptimized src) { this.Clone(src); }