< Summary

Class:DCL.Skybox.TransitioningVector3
Assembly:ProceduralSkybox
File(s):/tmp/workspace/unity-renderer/unity-renderer/Assets/Rendering/ProceduralSkybox/ToolProceduralSkybox/Scripts/BaseLayer.cs
Covered lines:0
Uncovered lines:4
Coverable lines:4
Total lines:227
Line coverage:0% (0 of 4)
Covered branches:0
Total branches:0

Metrics

MethodBranch coverage Crap Score Cyclomatic complexity NPath complexity Sequence coverage
TransitioningVector3(...)0%2100%

File(s)

/tmp/workspace/unity-renderer/unity-renderer/Assets/Rendering/ProceduralSkybox/ToolProceduralSkybox/Scripts/BaseLayer.cs

#LineLine coverage
 1using System.Collections;
 2using System.Collections.Generic;
 3using UnityEngine;
 4using UnityEngine.Serialization;
 5
 6namespace DCL.Skybox
 7{
 8    [System.Serializable]
 9    public class TextureLayer
 10    {
 11        public int slotID;                              // Slot ID
 12        public LayerRenderType renderType;
 13        public LayerType layerType;
 14        public bool enabled;
 15        public string nameInEditor;
 16        public bool expandedInEditor;
 17        public float timeSpan_start;
 18        public float timeSpan_End;
 19        public float fadingInTime = 1;
 20        public float fadingOutTime = 1;
 21
 22        [FormerlySerializedAs("tintercentage")]
 23        public float tintPercentage;
 24        public List<TransitioningFloat> renderDistance;
 25
 26        public Texture2D texture;
 27        public Texture2D textureNormal;
 28        public Cubemap cubemap;
 29        public Gradient color;
 30        public Vector2 tiling;
 31
 32        [FormerlySerializedAs("flipBookRowsAndColumns")]
 33        public Vector2 flipbookRowsAndColumns = Vector2.one;
 34        public float flipbookAnimSpeed = 1;
 35
 36        // Offset
 37        public List<TransitioningVector2> offset;
 38
 39        // satellite
 40        public List<TransitioningVector2> satelliteWidthHeight;
 41
 42        // Rotations
 43        [FormerlySerializedAs("rotation_float")]
 44        public List<TransitioningFloat> rotations_float;
 45        [FormerlySerializedAs("cubemapRotations")]
 46        public List<TransitioningVector3> rotations_Vector3;
 47
 48        public Vector3 speed_Vector3;
 49        [FormerlySerializedAs("speed_Vec2")]
 50        public Vector2 speed_Vector2;
 51        [FormerlySerializedAs("speed")]
 52        public float speed_float;
 53        public float normalIntensity;
 54
 55        // Particles
 56        public bool particleExpanded;
 57        public Vector2 particleTiling = Vector2.one;
 58        public Vector2 particlesOffset = Vector2.zero;
 59        public List<TransitioningVector3> particleRotation = new List<TransitioningVector3>();
 60        // Particle Primary Param
 61        public float particlesAmount = 1;
 62        public float particleMinSize = 1;
 63        public float particleMaxSize = 1;
 64        // Particle Secondary Param
 65        public float particlesHorizontalSpread = 1;
 66        public float particlesVerticalSpread = 1;
 67        public float particleMinFade = 1;
 68        public float particleMaxFade = 1;
 69
 70        // Distortion Values
 71        public bool distortionExpanded;
 72        public List<TransitioningFloat> distortIntensity;
 73        public List<TransitioningFloat> distortSize;
 74        public List<TransitioningVector2> distortSpeed;
 75        public List<TransitioningVector2> distortSharpness;
 76
 77        public MovementType movementTypeCubemap;
 78        public MovementType movementTypePlanar_Radial;
 79        public MovementType movementTypeSatellite;
 80
 81        public TextureLayer(string name = "noname")
 82        {
 83            enabled = true;
 84            tiling = new Vector2(1, 1);
 85            speed_Vector2 = new Vector2(0, 0);
 86            speed_Vector3 = new Vector3(0, 0, 0);
 87            nameInEditor = name;
 88            offset = new List<TransitioningVector2>();
 89            renderDistance = new List<TransitioningFloat>();
 90            rotations_float = new List<TransitioningFloat>();
 91            satelliteWidthHeight = new List<TransitioningVector2>();
 92            rotations_Vector3 = new List<TransitioningVector3>();
 93            color = new Gradient();
 94            movementTypeCubemap = MovementType.Speed;
 95
 96            distortIntensity = new List<TransitioningFloat>();
 97            distortSize = new List<TransitioningFloat>();
 98            distortSpeed = new List<TransitioningVector2>();
 99            distortSharpness = new List<TransitioningVector2>();
 100
 101            particleRotation = new List<TransitioningVector3>();
 102        }
 103    }
 104
 105    public enum LayerType
 106    {
 107        Planar = 0,
 108        Radial = 1,
 109        Satellite = 2,
 110        Particles = 3,
 111        Cubemap = 4,
 112    }
 113
 114    public enum LayerRenderType
 115    {
 116        Rendering,
 117        NotRendering,
 118        Conflict_Playing,
 119        Conflict_NotPlaying
 120    }
 121
 122    public enum MovementType
 123    {
 124        Speed,
 125        PointBased
 126    }
 127
 128    [System.Serializable]
 129    public class TimelineTagsDuration
 130    {
 131        public string tag;
 132        public float startTime = 0;
 133        public float endTime = 0;
 134        public bool isTrigger = true;              // If true, this event is trigger event
 135        [System.NonSerialized]
 136        public bool startEventExecuted;             // Also works for trigger events
 137
 138        public TimelineTagsDuration(float startTime, string tag = "", bool isTrigger = true)
 139        {
 140            this.tag = tag;
 141            this.startTime = startTime;
 142            this.isTrigger = isTrigger;
 143        }
 144    }
 145
 146    [System.Serializable]
 147    public class TransitioningFloat
 148    {
 149        public float percentage;
 150        public float value;
 151
 152        public TransitioningFloat(float percentage, float value)
 153        {
 154            this.percentage = percentage;
 155            this.value = value;
 156        }
 157    }
 158
 159    [System.Serializable]
 160    public class TransitioningVector3
 161    {
 162        public float percentage;
 163        public Vector3 value;
 164
 0165        public TransitioningVector3(float percentage, Vector3 value)
 166        {
 0167            this.percentage = percentage;
 0168            this.value = value;
 0169        }
 170    }
 171
 172    [System.Serializable]
 173    public class TransitioningVector2
 174    {
 175        public float percentage;
 176        public Vector2 value;
 177
 178        public TransitioningVector2(float percentage, Vector2 value)
 179        {
 180            this.percentage = percentage;
 181            this.value = value;
 182        }
 183    }
 184
 185    [System.Serializable]
 186    public class TransitioningVector4
 187    {
 188        public float percentage;
 189        public Vector4 value;
 190
 191        public TransitioningVector4(float percentage, Vector4 value)
 192        {
 193            this.percentage = percentage;
 194            this.value = value;
 195        }
 196    }
 197
 198    [System.Serializable]
 199    public class TransitioningQuaternion
 200    {
 201        public float percentage;
 202        public Quaternion value;
 203
 204        public TransitioningQuaternion(float percentage, Quaternion value)
 205        {
 206            this.percentage = percentage;
 207            this.value = value;
 208        }
 209    }
 210
 211    [System.Serializable]
 212    public class DirectionalLightAttributes
 213    {
 214        public Gradient lightColor;
 215        public List<TransitioningFloat> intensity;
 216        public List<TransitioningQuaternion> lightDirection;
 217        public Gradient tintColor;
 218
 219        public DirectionalLightAttributes()
 220        {
 221            lightColor = new Gradient();
 222            intensity = new List<TransitioningFloat>();
 223            lightDirection = new List<TransitioningQuaternion>();
 224            tintColor = new Gradient();
 225        }
 226    }
 227}