reformat code + level load events

This commit is contained in:
2022-05-05 18:52:53 +03:00
parent 8762138fe3
commit fe443b9f50
38 changed files with 6380 additions and 6408 deletions

View File

@@ -1,30 +1,34 @@
using System;
using System.Runtime;
using Cabrito;
using FlaxEditor.Content.Settings;
using FlaxEngine;
using Console = Cabrito.Console;
namespace Game
{
/// <summary>
/// CameraRender Script.
/// CameraRender Script.
/// </summary>
[ExecuteInEditMode]
public class CameraRender : PostProcessEffect
{
public Camera camera;
public Material material;
private GPUTexture texture;
private GPUTexture texture2;
private bool lastEnabled;
public Material material;
private MaterialInstance materialInstance;
private SceneRenderTask sceneTask;
private SceneRenderTask sceneTask2;
private GPUTexture texture;
private GPUTexture texture2;
public override PostProcessEffectLocation Location => PostProcessEffectLocation.Default;
public override int Order => 110;
public override bool CanRender => camera.IsActive;
private void CreateTextures(int width, int height)
{
var textureDesc = GPUTextureDescription.New2D(width, height, PixelFormat.R8G8B8A8_UNorm);
GPUTextureDescription textureDesc = GPUTextureDescription.New2D(width, height, PixelFormat.R8G8B8A8_UNorm);
// Prepare texture and SceneRenderTask for viewmodel camera
if (texture == null)
@@ -82,11 +86,8 @@ namespace Game
Destroy(ref texture2);
}
public override PostProcessEffectLocation Location => PostProcessEffectLocation.Default;
public override int Order => 110;
public override bool CanRender => camera.IsActive;
public override void Render(GPUContext context, ref RenderContext renderContext, GPUTexture input, GPUTexture output)
public override void Render(GPUContext context, ref RenderContext renderContext, GPUTexture input,
GPUTexture output)
{
if (texture == null || texture2 == null)
return;
@@ -94,13 +95,12 @@ namespace Game
Renderer.DrawPostFxMaterial(context, ref renderContext, materialInstance, output, input.View());
}
private bool lastEnabled;
public override void OnUpdate()
{
#if FLAX_EDITOR
if (Input.GetKeyDown(KeyboardKeys.F7))
{
var physicsSettings = GameSettings.Load<PhysicsSettings>();
PhysicsSettings physicsSettings = GameSettings.Load<PhysicsSettings>();
physicsSettings.EnableSubstepping = !physicsSettings.EnableSubstepping;
GameSettings.Save(physicsSettings);
//GameSettings.Apply();
@@ -130,4 +130,4 @@ namespace Game
//OnAwake();
}
}
}
}