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