本文整理汇总了C#中UnityEngine.Texture2D.Any方法的典型用法代码示例。如果您正苦于以下问题:C# Texture2D.Any方法的具体用法?C# Texture2D.Any怎么用?C# Texture2D.Any使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类UnityEngine.Texture2D
的用法示例。
在下文中一共展示了Texture2D.Any方法的1个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。
示例1: load
/**
* Post-load initialisation.
*/
public void load()
{
Texture2D[] envMapFaces = new Texture2D[6];
foreach (GameDatabase.TextureInfo texInfo in GameDatabase.Instance.databaseTexture)
{
Texture2D texture = texInfo.texture;
if (texture == null || !texture.name.StartsWith(DIR_ENVMAP, System.StringComparison.Ordinal))
continue;
string originalName = texture.name.Substring(DIR_ENVMAP.Length);
switch (originalName)
{
case "PositiveX":
envMapFaces[0] = texture;
break;
case "NegativeX":
envMapFaces[1] = texture;
break;
case "PositiveY":
envMapFaces[2] = texture;
break;
case "NegativeY":
envMapFaces[3] = texture;
break;
case "PositiveZ":
envMapFaces[4] = texture;
break;
case "NegativeZ":
envMapFaces[5] = texture;
break;
default:
Util.log("Invalid enironment map texture name {0}", texture.name);
break;
}
}
// Generate generic reflection cube map texture.
if (envMapFaces.Any(t => t == null))
{
Util.log("Some environment map faces are missing. Static reflections disabled.");
}
else
{
int envMapSize = envMapFaces[0].width;
if (envMapFaces.Any(t => t.width != envMapSize || t.height != envMapSize)
|| envMapFaces.Any(t => !Util.isPow2(t.width) || !Util.isPow2(t.height)))
{
Util.log("Invalid environment map faces. Static reflections disabled.");
}
else
{
try
{
staticEnvMap = new Cubemap(envMapSize, TextureFormat.RGB24, true);
staticEnvMap.hideFlags = HideFlags.HideAndDontSave;
staticEnvMap.wrapMode = TextureWrapMode.Clamp;
staticEnvMap.SetPixels(envMapFaces[0].GetPixels(), CubemapFace.PositiveX);
staticEnvMap.SetPixels(envMapFaces[1].GetPixels(), CubemapFace.NegativeX);
staticEnvMap.SetPixels(envMapFaces[2].GetPixels(), CubemapFace.PositiveY);
staticEnvMap.SetPixels(envMapFaces[3].GetPixels(), CubemapFace.NegativeY);
staticEnvMap.SetPixels(envMapFaces[4].GetPixels(), CubemapFace.PositiveZ);
staticEnvMap.SetPixels(envMapFaces[5].GetPixels(), CubemapFace.NegativeZ);
staticEnvMap.Apply(true, false);
Util.log("Static environment map cube texture generated.");
}
catch (UnityException)
{
if (staticEnvMap != null)
Object.DestroyImmediate(staticEnvMap);
staticEnvMap = null;
Util.log("Failed to set up static reflections. Textures not readable?");
}
}
}
try
{
Assembly assembly = Assembly.GetExecutingAssembly();
Stream stream = assembly.GetManifestResourceStream("TextureReplacer.Visor-compiled.shader");
StreamReader reader = new StreamReader(stream);
shaderMaterial = new Material(reader.ReadToEnd());
visorShader = shaderMaterial.shader;
Util.log("Visor shader sucessfully compiled.");
}
catch
{
isVisorReflectionEnabled = false;
Util.log("Visor shader loading failed. Visor reflections disabled.");
}
//.........这里部分代码省略.........