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May 25th, 2020
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  1. using UnityEngine;
  2. using AC;
  3. using UnityEngine.Rendering.PostProcessing;
  4. public class DetectHotspotInteraction : MonoBehaviour
  5. {
  6.  
  7.     private DepthOfField m_dof;
  8.     [SerializeField] private PostProcessVolume volume;
  9.     [SerializeField] private PostProcessProfile profile;
  10.     public bool effectActive;
  11.  
  12.     private void Start()
  13.     {
  14.          
  15.             volume.profile.TryGetSettings(out m_dof);
  16.             effectActive = false;
  17.             m_dof.focusDistance.value = 2.2f;
  18.             m_dof.aperture.value = 27.4f;
  19.             m_dof.focalLength.value = 92f;
  20.  
  21.     }
  22.     private void OnEnable() { EventManager.OnHotspotInteract += OnHotspotInteract; }
  23.  
  24.     private void OnDisable() { EventManager.OnHotspotInteract -= OnHotspotInteract; }
  25.  
  26.     private void OnHotspotInteract(Hotspot hotspot, AC.Button button)
  27.     {
  28.         if (hotspot == GetComponent<Hotspot>() && effectActive == false)
  29.         {
  30.             effectActive = true;
  31.             volume.profile.TryGetSettings(out m_dof);
  32.             m_dof.focusDistance.value = 1.63f;
  33.             m_dof.aperture.value = 15f;
  34.             m_dof.focalLength.value = 92f;
  35.         }
  36.    
  37.     else if (hotspot == null && effectActive == true)
  38.  
  39.         {
  40.             effectActive = false;
  41.             volume.profile.TryGetSettings(out m_dof);
  42.             m_dof.focusDistance.value = 2.2f;
  43.             m_dof.aperture.value = 27.4f;
  44.             m_dof.focalLength.value = 92f;
  45.         }
  46.  
  47.  
  48.     }
  49.  
  50. }
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