using System.Reflection; using UnityEngine; namespace MeidoPhotoStudio.Plugin { public class BloomEffectManager : IEffectManager { public const string header = "EFFECT_BLOOM"; private const float bloomDefIntensity = 5.7f; private static readonly CameraMain camera = GameMain.Instance.MainCamera; private Bloom Bloom { get; set; } // CMSystem's bloomValue; private static int backupBloomValue; private static readonly float backup_m_fBloomDefIntensity; private static readonly FieldInfo m_fBloomDefIntensity = Utility.GetFieldInfo("m_fBloomDefIntensity"); private static float BloomDefIntensity { set => m_fBloomDefIntensity.SetValue(camera, value); get => (float)m_fBloomDefIntensity.GetValue(camera); } private float initialIntensity; private int initialBlurIterations; private Color initialThresholdColour; private Bloom.HDRBloomMode initialHDRBloomMode; public bool Ready { get; private set; } public bool Active { get; private set; } private float bloomValue; public float BloomValue { get => bloomValue; set => GameMain.Instance.CMSystem.BloomValue = (int)(bloomValue = value); } private int blurIterations; public int BlurIterations { get => blurIterations; set => blurIterations = Bloom.bloomBlurIterations = value; } public float BloomThresholdColorRed { get => BloomThresholdColour.r; set { Color colour = Bloom.bloomThreshholdColor; BloomThresholdColour = new Color(value, colour.g, colour.b); } } public float BloomThresholdColorGreen { get => BloomThresholdColour.g; set { Color colour = Bloom.bloomThreshholdColor; BloomThresholdColour = new Color(colour.r, value, colour.b); } } public float BloomThresholdColorBlue { get => BloomThresholdColour.b; set { Color colour = Bloom.bloomThreshholdColor; BloomThresholdColour = new Color(colour.r, colour.g, value); } } private Color bloomThresholdColour; public Color BloomThresholdColour { get => bloomThresholdColour; set => bloomThresholdColour = Bloom.bloomThreshholdColor = value; } private bool bloomHdr; public bool BloomHDR { get => bloomHdr; set { Bloom.hdr = value ? Bloom.HDRBloomMode.On : Bloom.HDRBloomMode.Auto; bloomHdr = value; } } static BloomEffectManager() => backup_m_fBloomDefIntensity = BloomDefIntensity; public void Activate() { if (Bloom == null) { Ready = true; Bloom = GameMain.Instance.MainCamera.GetComponent(); initialIntensity = bloomValue = 50f; initialBlurIterations = blurIterations = Bloom.bloomBlurIterations; initialThresholdColour = bloomThresholdColour = Bloom.bloomThreshholdColor; initialHDRBloomMode = Bloom.hdr; bloomHdr = Bloom.hdr == Bloom.HDRBloomMode.On; backupBloomValue = GameMain.Instance.CMSystem.BloomValue; } SetEffectActive(false); } public void Deactivate() { BloomValue = initialIntensity; BlurIterations = initialBlurIterations; BloomThresholdColour = initialThresholdColour; BloomHDR = initialHDRBloomMode == Bloom.HDRBloomMode.On; BloomHDR = false; Active = false; BloomDefIntensity = backup_m_fBloomDefIntensity; GameMain.Instance.CMSystem.BloomValue = backupBloomValue; } public void Reset() { GameMain.Instance.CMSystem.BloomValue = backupBloomValue; Bloom.bloomBlurIterations = initialBlurIterations; Bloom.bloomThreshholdColor = initialThresholdColour; Bloom.hdr = initialHDRBloomMode; BloomDefIntensity = backup_m_fBloomDefIntensity; } public void SetEffectActive(bool active) { if (Active = active) { backupBloomValue = GameMain.Instance.CMSystem.BloomValue; GameMain.Instance.CMSystem.BloomValue = (int)BloomValue; Bloom.bloomBlurIterations = BlurIterations; Bloom.bloomThreshholdColor = BloomThresholdColour; Bloom.hdr = BloomHDR ? Bloom.HDRBloomMode.On : Bloom.HDRBloomMode.Auto; BloomDefIntensity = bloomDefIntensity; } else Reset(); } public void Update() { } } }