rj-action-library/Runtime/VirtualCameras/PostProcess/FixedDepthOfFieldEffect.cs

66 lines
1.6 KiB
C#

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 ] );
// }
}
}