using UnityEngine; using System; namespace HighlightingSystem { [Serializable] public struct HighlightingPreset : IEquatable { public string name { get { return _name; } set { _name = value; } } public float fillAlpha { get { return _fillAlpha; } set { _fillAlpha = value; } } public int downsampleFactor { get { return _downsampleFactor; } set { _downsampleFactor = value; } } public int iterations { get { return _iterations; } set { _iterations = value; } } public float blurMinSpread { get { return _blurMinSpread; } set { _blurMinSpread = value; } } public float blurSpread { get { return _blurSpread; } set { _blurSpread = value; } } public float blurIntensity { get { return _blurIntensity; } set { _blurIntensity = value; } } public BlurDirections blurDirections { get { return _blurDirections; } set { _blurDirections = value; } } [SerializeField] private string _name; [SerializeField] private float _fillAlpha; [SerializeField] private int _downsampleFactor; [SerializeField] private int _iterations; [SerializeField] private float _blurMinSpread; [SerializeField] private float _blurSpread; [SerializeField] private float _blurIntensity; [SerializeField] private BlurDirections _blurDirections; #region IEquatable implementation // bool IEquatable.Equals(HighlightingPreset other) { return _name == other._name && _fillAlpha == other._fillAlpha && _downsampleFactor == other._downsampleFactor && _iterations == other._iterations && _blurMinSpread == other._blurMinSpread && _blurSpread == other._blurSpread && _blurIntensity == other._blurIntensity && _blurDirections == other._blurDirections; } #endregion } }