217 lines
8.2 KiB
C#
217 lines
8.2 KiB
C#
using System;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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namespace HighlightPlus {
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[CreateAssetMenu (menuName = "Highlight Plus Profile", fileName = "Highlight Plus Profile", order = 100)]
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public class HighlightProfile : ScriptableObject {
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public TargetOptions effectGroup = TargetOptions.Children;
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public LayerMask effectGroupLayer = -1;
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public string effectNameFilter;
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public bool combineMeshes;
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[Range(0,1)]
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public float alphaCutOff = 0;
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public bool cullBackFaces = true;
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public NormalsOption normalsOption;
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public float fadeInDuration;
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public float fadeOutDuration;
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public bool constantWidth = true;
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[Range (0, 1)]
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public float overlay = 0.5f;
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[ColorUsage(true, true)] public Color overlayColor = Color.yellow;
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public float overlayAnimationSpeed = 1f;
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[Range (0, 1)]
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public float overlayMinIntensity = 0.5f;
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[Range (0, 1)]
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public float overlayBlending = 1.0f;
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[Range (0, 1)]
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public float outline = 1f;
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[ColorUsage(true, true)] public Color outlineColor = Color.black;
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public float outlineWidth = 0.45f;
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public QualityLevel outlineQuality = QualityLevel.High;
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[Range(1, 8)]
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public int outlineDownsampling = 2;
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public Visibility outlineVisibility = Visibility.Normal;
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public bool outlineIndependent;
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[Range (0, 5)]
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public float glow = 1f;
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public float glowWidth = 0.4f;
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public QualityLevel glowQuality = QualityLevel.High;
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[Range(1, 8)]
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public int glowDownsampling = 2;
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[ColorUsage(true, true)] public Color glowHQColor = new Color (0.64f, 1f, 0f, 1f);
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public bool glowDithering = true;
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public float glowMagicNumber1 = 0.75f;
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public float glowMagicNumber2 = 0.5f;
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public float glowAnimationSpeed = 1f;
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public Visibility glowVisibility = Visibility.Normal;
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public bool glowBlendPasses = true;
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public GlowPassData[] glowPasses;
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[Range (0, 5f)]
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public float innerGlow = 0f;
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[Range (0, 2)]
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public float innerGlowWidth = 1f;
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[ColorUsage(true, true)] public Color innerGlowColor = Color.white;
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public Visibility innerGlowVisibility = Visibility.Normal;
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public bool targetFX;
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public Texture2D targetFXTexture;
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[ColorUsage(true, true)] public Color targetFXColor = Color.white;
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public float targetFXRotationSpeed = 50f;
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public float targetFXInitialScale = 4f;
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public float targetFXEndScale = 1.5f;
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public float targetFXTransitionDuration = 0.5f;
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public float targetFXStayDuration = 1.5f;
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public SeeThroughMode seeThrough;
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[Range (0, 5f)]
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public float seeThroughIntensity = 0.8f;
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[Range (0, 1)]
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public float seeThroughTintAlpha = 0.5f;
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[ColorUsage(true, true)] public Color seeThroughTintColor = Color.red;
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[Range(0, 1)]
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public float seeThroughNoise = 1f;
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[Range(0, 1)] public float seeThroughBorder;
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public Color seeThroughBorderColor = Color.black;
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public float seeThroughBorderWidth = 0.45f;
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public void Load (HighlightEffect effect) {
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effect.effectGroup = effectGroup;
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effect.effectGroupLayer = effectGroupLayer;
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effect.effectNameFilter = effectNameFilter;
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effect.combineMeshes = combineMeshes;
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effect.alphaCutOff = alphaCutOff;
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effect.cullBackFaces = cullBackFaces;
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effect.normalsOption = normalsOption;
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effect.fadeInDuration = fadeInDuration;
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effect.fadeOutDuration = fadeOutDuration;
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effect.constantWidth = constantWidth;
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effect.overlay = overlay;
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effect.overlayColor = overlayColor;
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effect.overlayAnimationSpeed = overlayAnimationSpeed;
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effect.overlayMinIntensity = overlayMinIntensity;
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effect.overlayBlending = overlayBlending;
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effect.outline = outline;
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effect.outlineColor = outlineColor;
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effect.outlineWidth = outlineWidth;
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effect.outlineQuality = outlineQuality;
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effect.outlineDownsampling = outlineDownsampling;
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effect.outlineVisibility = outlineVisibility;
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effect.outlineIndependent = outlineIndependent;
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effect.glow = glow;
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effect.glowWidth = glowWidth;
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effect.glowQuality = glowQuality;
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effect.glowDownsampling = glowDownsampling;
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effect.glowHQColor = glowHQColor;
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effect.glowDithering = glowDithering;
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effect.glowMagicNumber1 = glowMagicNumber1;
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effect.glowMagicNumber2 = glowMagicNumber2;
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effect.glowAnimationSpeed = glowAnimationSpeed;
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effect.glowVisibility = glowVisibility;
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effect.glowBlendPasses = glowBlendPasses;
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effect.glowPasses = GetGlowPassesCopy (glowPasses);
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effect.innerGlow = innerGlow;
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effect.innerGlowWidth = innerGlowWidth;
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effect.innerGlowColor = innerGlowColor;
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effect.innerGlowVisibility = innerGlowVisibility;
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effect.targetFX = targetFX;
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effect.targetFXColor = targetFXColor;
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effect.targetFXEndScale = targetFXEndScale;
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effect.targetFXInitialScale = targetFXInitialScale;
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effect.targetFXRotationSpeed = targetFXRotationSpeed;
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effect.targetFXStayDuration = targetFXStayDuration;
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effect.targetFXTexture = targetFXTexture;
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effect.targetFXTransitionDuration = targetFXTransitionDuration;
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effect.seeThrough = seeThrough;
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effect.seeThroughIntensity = seeThroughIntensity;
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effect.seeThroughTintAlpha = seeThroughTintAlpha;
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effect.seeThroughTintColor = seeThroughTintColor;
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effect.seeThroughNoise = seeThroughNoise;
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effect.seeThroughBorder = seeThroughBorder;
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effect.seeThroughBorderColor = seeThroughBorderColor;
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effect.seeThroughBorderWidth = seeThroughBorderWidth;
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}
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public void Save (HighlightEffect effect) {
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effectGroup = effect.effectGroup;
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effectGroupLayer = effect.effectGroupLayer;
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effectNameFilter = effect.effectNameFilter;
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combineMeshes = effect.combineMeshes;
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alphaCutOff = effect.alphaCutOff;
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cullBackFaces = effect.cullBackFaces;
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normalsOption = effect.normalsOption;
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fadeInDuration = effect.fadeInDuration;
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fadeOutDuration = effect.fadeOutDuration;
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constantWidth = effect.constantWidth;
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overlay = effect.overlay;
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overlayColor = effect.overlayColor;
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overlayAnimationSpeed = effect.overlayAnimationSpeed;
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overlayMinIntensity = effect.overlayMinIntensity;
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overlayBlending = effect.overlayBlending;
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outline = effect.outline;
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outlineColor = effect.outlineColor;
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outlineWidth = effect.outlineWidth;
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outlineQuality = effect.outlineQuality;
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outlineDownsampling = effect.outlineDownsampling;
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outlineVisibility = effect.outlineVisibility;
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outlineIndependent = effect.outlineIndependent;
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glow = effect.glow;
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glowWidth = effect.glowWidth;
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glowQuality = effect.glowQuality;
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glowDownsampling = effect.glowDownsampling;
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glowHQColor = effect.glowHQColor;
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glowDithering = effect.glowDithering;
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glowMagicNumber1 = effect.glowMagicNumber1;
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glowMagicNumber2 = effect.glowMagicNumber2;
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glowAnimationSpeed = effect.glowAnimationSpeed;
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glowVisibility = effect.glowVisibility;
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glowBlendPasses = effect.glowBlendPasses;
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glowPasses = GetGlowPassesCopy (effect.glowPasses);
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innerGlow = effect.innerGlow;
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innerGlowWidth = effect.innerGlowWidth;
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innerGlowColor = effect.innerGlowColor;
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innerGlowVisibility = effect.innerGlowVisibility;
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targetFX = effect.targetFX;
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targetFXColor = effect.targetFXColor;
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targetFXEndScale = effect.targetFXEndScale;
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targetFXInitialScale = effect.targetFXInitialScale;
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targetFXRotationSpeed = effect.targetFXRotationSpeed;
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targetFXStayDuration = effect.targetFXStayDuration;
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targetFXTexture = effect.targetFXTexture;
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targetFXTransitionDuration = effect.targetFXTransitionDuration;
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seeThrough = effect.seeThrough;
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seeThroughIntensity = effect.seeThroughIntensity;
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seeThroughTintAlpha = effect.seeThroughTintAlpha;
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seeThroughTintColor = effect.seeThroughTintColor;
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seeThroughNoise = effect.seeThroughNoise;
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seeThroughBorder = effect.seeThroughBorder;
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seeThroughBorderColor = effect.seeThroughBorderColor;
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seeThroughBorderWidth = effect.seeThroughBorderWidth;
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}
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GlowPassData[] GetGlowPassesCopy (GlowPassData[] glowPasses) {
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if (glowPasses == null) {
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return new GlowPassData[0];
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}
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GlowPassData[] pd = new GlowPassData[glowPasses.Length];
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for (int k = 0; k < glowPasses.Length; k++) {
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pd [k].alpha = glowPasses [k].alpha;
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pd [k].color = glowPasses [k].color;
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pd [k].offset = glowPasses [k].offset;
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}
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return pd;
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}
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}
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}
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