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using System;
using UnityEngine;
using XUtliPoolLib;
namespace XMainClient
{
public class XPostEffectMgr : XSingleton<XPostEffectMgr>
{
private XRadialBlur _radialBlur;
private XBlackWhite _blackWhite;
private XGausBlur _gausBlur;
public void OnEnterScene(uint sceneid)
{
bool flag = XSingleton<XScene>.singleton.GameCamera.UnityCamera != null;
if (flag)
{
GameObject gameObject = XSingleton<XScene>.singleton.GameCamera.UnityCamera.gameObject;
bool flag2 = gameObject != null;
if (flag2)
{
this._gausBlur = gameObject.GetComponent<XGausBlur>();
bool flag3 = this._gausBlur == null;
if (flag3)
{
this._gausBlur = gameObject.AddComponent<XGausBlur>();
}
this._gausBlur.shader = ShaderManager._gausBlur;
this._gausBlur.enabled = false;
this._blackWhite = gameObject.GetComponent<XBlackWhite>();
bool flag4 = this._blackWhite == null;
if (flag4)
{
this._blackWhite = gameObject.AddComponent<XBlackWhite>();
}
this._blackWhite.shader = ShaderManager._blackWhite;
this._blackWhite.enabled = false;
this._radialBlur = gameObject.GetComponent<XRadialBlur>();
bool flag5 = this._radialBlur == null;
if (flag5)
{
this._radialBlur = gameObject.AddComponent<XRadialBlur>();
}
this._radialBlur.shader = ShaderManager._radialBlur;
this._radialBlur.enabled = false;
}
}
}
public void OnLeaveScene()
{
this._radialBlur = null;
this._blackWhite = null;
this._gausBlur = null;
}
public void MakeEffectEnable(XPostEffect effect, bool enabled)
{
bool quality = XQualitySetting.GetQuality(EFun.ECamera);
switch (effect)
{
case XPostEffect.RadialBlur:
{
bool flag = this._radialBlur != null;
if (flag)
{
this._radialBlur.enabled = (quality && enabled);
}
break;
}
case XPostEffect.BlackWhite:
{
bool flag2 = this._blackWhite != null;
if (flag2)
{
this._blackWhite.enabled = (quality && enabled);
}
break;
}
case XPostEffect.GausBlur:
{
bool flag3 = this._gausBlur != null;
if (flag3)
{
this._gausBlur.enabled = (quality && enabled);
}
break;
}
}
}
}
}
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