示例#1
0
 private void _initDefault()
 {
     _factorBounds = UMetaLodDefaults.Factor_Bounds;
     _factorGeomComplexity = UMetaLodDefaults.Factor_GeomComplexity;
     _factorPSysComplexity = UMetaLodDefaults.Factor_PSysComplexity;
     _factorVisualImpact = UMetaLodDefaults.Factor_VisualImpact;
 }
示例#2
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 public void AddUserFactor(UImpactFactor userFactor)
 {
     if (!_userFactors.Contains(userFactor))
     {
         _userFactors.Add(userFactor);
     }
 }
示例#3
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 public void AddUserFactor(UImpactFactor userFactor)
 {
     if (!_userFactors.Contains(userFactor))
     {
         _userFactors.Add(userFactor);
     }
 }
示例#4
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 private float _calculateImpact(UImpactFactor factor, float value)
 {
     float normalized = factor.Normalizer != null ? factor.Normalizer(value, factor.UpperBound, factor.LowerBound) : 0.0f;
     return normalized * Mathf.Clamp01(factor.Weight);
 }
示例#5
0
        private float _calculateImpact(UImpactFactor factor, float value)
        {
            float normalized = factor.Normalizer != null?factor.Normalizer(value, factor.UpperBound, factor.LowerBound) : 0.0f;

            return(normalized * Mathf.Clamp01(factor.Weight));
        }