using Godot; using System.Collections.Generic; using System; namespace Rokojori { [Tool] [GlobalClass] public partial class FixedDepthOfFieldEffect:_XX_DepthOfFieldEffect { [Export] public BoolFloatValue farEnabled; [Export] public FloatDOFDistanceValue farDistance; [Export] public FloatDOFTransitionValue farTransition; [Export] public BoolFloatValue nearEnabled; [Export] public FloatDOFDistanceValue nearDistance; [Export] public FloatDOFTransitionValue nearTransition; [Export] public NormalizedValue amount; [Export] public Float8Value exposure; public override BoxedFloatValue[] GetFloatValues() { _values[ 0 ] = farEnabled; _values[ 1 ] = farDistance; _values[ 2 ] = farTransition; _values[ 3 ] = nearEnabled; _values[ 4 ] = nearDistance; _values[ 5 ] = nearTransition; _values[ 6 ] = amount; _values[ 7 ] = exposure; return _values; } // public override void SetFloatValues( BoxedFloatValue[] values ) // { // farEnabled = BoolFloatValue.Create( _values[ 0 ] ); // farDistance = FloatDOFDistanceValue.Create( _values[ 1 ] ); // farTransition = FloatDOFTransitionValue.Create( _values[ 2 ] ); // nearEnabled = BoolFloatValue.Create( _values[ 3 ] ); // nearDistance = FloatDOFDistanceValue.Create( _values[ 4 ] ); // nearTransition = FloatDOFTransitionValue.Create( _values[ 5 ] ); // amount = NormalizedValue.Create( _values[ 6 ] ); // exposure = Float8Value.Create( _values[ 7 ] ); // } } }