Boat Attack使用了Universal RP的许多新图形功能,可以用于探索 Universal RP 的使用方式和技巧。
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namespace UnityEngine.Experimental.Rendering.Universal
{
sealed public partial class Light2D : MonoBehaviour
{
//------------------------------------------------------------------------------------------
// Variables/Properties
//------------------------------------------------------------------------------------------
[SerializeField] int m_ShapeLightParametricSides = 5;
[SerializeField] float m_ShapeLightParametricAngleOffset = 0.0f;
[SerializeField] float m_ShapeLightParametricRadius = 1.0f;
[SerializeField] float m_ShapeLightFalloffSize = 0.50f;
[SerializeField] Vector2 m_ShapeLightFalloffOffset = Vector2.zero;
[SerializeField] Vector3[] m_ShapePath;
float m_PreviousShapeLightFalloffSize = -1;
int m_PreviousShapeLightParametricSides = -1;
float m_PreviousShapeLightParametricAngleOffset = -1;
float m_PreviousShapeLightParametricRadius = -1;
Vector2 m_PreviousShapeLightFalloffOffset = Vector2.negativeInfinity;
#if UNITY_EDITOR
int m_PreviousShapePathHash = -1;
#endif
public int shapeLightParametricSides => m_ShapeLightParametricSides;
public float shapeLightParametricAngleOffset => m_ShapeLightParametricAngleOffset;
public float shapeLightParametricRadius => m_ShapeLightParametricRadius;
public float shapeLightFalloffSize => m_ShapeLightFalloffSize;
public Vector2 shapeLightFalloffOffset => m_ShapeLightFalloffOffset;
public Vector3[] shapePath => m_ShapePath;
//==========================================================================================
// Functions
//==========================================================================================
internal bool IsShapeLight()
{
return m_LightType != LightType.Point;
}
BoundingSphere GetShapeLightBoundingSphere()
{
BoundingSphere boundingSphere;
Vector3 maximum = transform.TransformPoint(m_LocalBounds.max);
Vector3 minimum = transform.TransformPoint(m_LocalBounds.min);
Vector3 center = 0.5f * (maximum + minimum);
float radius = Vector3.Magnitude(maximum - center);
boundingSphere.radius = radius;
boundingSphere.position = center;
return boundingSphere;
}
}
}