NewN_UAVPlane/Assets/Plugins/HighlightingSystem/Scripts/Internal/HighlightingPreset.cs

43 lines
1.7 KiB
C#

using UnityEngine;
using System;
namespace HighlightingSystem
{
[Serializable]
public struct HighlightingPreset : IEquatable<HighlightingPreset>
{
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<HighlightingPreset>.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
}
}