public void Unregister() { if (!IsRegistered) { return; } IsRegistered = false; VertexLightingUtil.UnregisterVertexLitObject(this); }
public void Register() { if (IsRegistered) { return; } IsRegistered = true; VertexLightingUtil.RegisterVertexLitObject(this); }
public void Start() { VertexLightingUtil.RegisterVertexLightDependentObject(this); }
/// <summary> /// If an Abnormal Effect Color has been set, this needs to be called to make sure that the previous color will be ignored from now on. /// </summary> public void UnsetAbnormalEffectColor() { HasAbnormalEffectColor = false; VertexLightingUtil.ForcePaint(this); }
/// <summary> /// Sets a base color that will be used when painting this object. Useful for Abnormal Effects such as Poisoned and so on. /// Must call UnsetAbnormalEffectColor to return to the default behavior. /// </summary> /// <param name="color">Color.</param> public void SetAbnormalEffectColor(Color32 color) { AbnormalEffectColor = color; HasAbnormalEffectColor = true; VertexLightingUtil.ForcePaint(this); }
private void Awake() { VertexLightingUtil.Setup(SceneConfig); }
private void Update() { VertexLightingUtil.Update(); }
private void OnEnable() { VertexLightingUtil.SetVertexLightVariant(TimeIndex); }
private void OnDestroy() { VertexLightingUtil.Release(); }
protected void OnDisable() { VertexLightingUtil.UnregisterVertexLight(this); }
protected virtual void OnEnable() { VertexLightingUtil.RegisterVertexLight(this); }