using System; using System.Collections.Generic; using UnityEngine; using wf; public class WindowPartsEffectVignetting : WindowPartsEffectBase { public override void Awake() { base.Awake(); this.vignetting_ = GameMain.Instance.MainCamera.GetComponent(); this.backup_intensity_ = this.vignetting_.intensity; this.backup_blur_ = this.vignetting_.blur; this.backup_blurspread_ = this.vignetting_.blurSpread; this.SettingInput.onChangeValue.Add(new Action(this.OnChangetValue)); } public override void OnDestroy() { if (GameMain.Instance == null || GameMain.Instance.MainCamera == null || this.vignetting_ == null) { return; } this.ResetValue(); base.effect_enabled = false; } public override void OnChangeEffectEnabled(bool enabled) { this.SettingInput.enabled = enabled; } public override void Init() { this.value_vector_ = new Vector3(this.backup_intensity_, this.backup_blur_, this.backup_blurspread_); PhotoSliderAndInput sliderAndInput = this.SettingInput.GetSliderAndInput("intensity"); PhotoSliderAndInput sliderAndInput2 = this.SettingInput.GetSliderAndInput("blur"); PhotoSliderAndInput sliderAndInput3 = this.SettingInput.GetSliderAndInput("blurspread"); sliderAndInput.ResetNum = this.value_vector_.x; sliderAndInput2.ResetNum = this.value_vector_.y; sliderAndInput3.ResetNum = this.value_vector_.z; this.EnabledCheckBox.check = false; this.UpdateGui(); } private void ResetValue() { this.vignetting_.intensity = this.backup_intensity_; this.vignetting_.blur = this.backup_blur_; this.vignetting_.blurSpread = this.backup_blurspread_; base.effect_enabled = false; } public void OnChangetValue(WindowPartsInputSliderSet.SliderAndInputSet input_object, float val) { if (input_object.Name == "intensity") { this.value_vector_.x = val; } else if (input_object.Name == "blur") { this.value_vector_.y = val; } else if (input_object.Name == "blurspread") { this.value_vector_.z = val; } this.vignetting_.intensity = this.value_vector_.x; this.vignetting_.blur = this.value_vector_.y; this.vignetting_.blurSpread = this.value_vector_.z; } public void UpdateGui() { PhotoSliderAndInput sliderAndInput = this.SettingInput.GetSliderAndInput("intensity"); PhotoSliderAndInput sliderAndInput2 = this.SettingInput.GetSliderAndInput("blur"); PhotoSliderAndInput sliderAndInput3 = this.SettingInput.GetSliderAndInput("blurspread"); sliderAndInput.value = this.value_vector_.x; sliderAndInput2.value = this.value_vector_.y; sliderAndInput3.value = this.value_vector_.z; this.EnabledCheckBox.check = base.effect_enabled; this.OnChangeEffectEnabled(this.EnabledCheckBox.check); } public override void OnSerializeEvent() { Dictionary> woldStoreData = this.effect_window_.GetWoldStoreData(); woldStoreData["Vignetting"] = new Dictionary(); Dictionary dictionary = woldStoreData["Vignetting"]; dictionary.Add("value_vector", this.value_vector_.ToString("G9")); dictionary.Add("enabled", base.effect_enabled.ToString()); } public override void OnDeserializeEvent() { Dictionary> woldStoreData = this.effect_window_.GetWoldStoreData(); if (!woldStoreData.ContainsKey("Vignetting")) { this.ResetValue(); this.value_vector_.x = this.vignetting_.intensity; this.value_vector_.y = this.vignetting_.blur; this.value_vector_.z = this.vignetting_.blurSpread; this.EnabledCheckBox.check = base.effect_enabled; } else { Dictionary dictionary = woldStoreData["Vignetting"]; this.value_vector_ = Parse.Vector3(dictionary["value_vector"]); if (dictionary.ContainsKey("enabled")) { this.EnabledCheckBox.check = bool.Parse(dictionary["enabled"]); } else { this.EnabledCheckBox.check = (woldStoreData.ContainsKey("選択エフェクト") && int.Parse(woldStoreData["選択エフェクト"]["id"]) == 100); } base.effect_enabled = this.EnabledCheckBox.check; this.vignetting_.intensity = this.value_vector_.x; this.vignetting_.blur = this.value_vector_.y; this.vignetting_.blurSpread = this.value_vector_.z; } this.OnChangeEffectEnabled(this.EnabledCheckBox.check); this.UpdateGui(); } protected override MonoBehaviour effect_object { get { return this.vignetting_; } } public WindowPartsInputSliderSet SettingInput; private Vignetting vignetting_; private float backup_intensity_; private float backup_blur_; private float backup_blurspread_; private Vector3 value_vector_; }