Struct SignalCondition
The state of the signal a screen receives, each kind of trouble from 0 to 1: interference getting into an otherwise good signal, a scrambling the set has no key for, the wear of a tape it was recorded on, and the damage of a digital stream it came down. A screen holds one as its steady signal, and a DarkEffekt.Terminal.Unity.SignalCue lays another over it for a while.
Assembly: DarkEffekt.Terminal
Section titled “Assembly: DarkEffekt.Terminal”[Serializable]public struct SignalConditionProperties
Section titled “Properties”A clean signal.
public static SignalCondition Clean { get; }IsClean
Section titled “IsClean”True when no kind of trouble is above zero.
public bool IsClean { get; }Fields
Section titled “Fields”tearing
Section titled “tearing”[Header("Interference")][Tooltip("Bands of the picture pulled sideways.")][Range(0, 1)]public float tearingjitter
Section titled “jitter”[Tooltip("Scanlines shaking sideways.")][Range(0, 1)]public float jitter[Tooltip("Static mixed into the picture, all the time.")][Range(0, 1)]public float noisechroma
Section titled “chroma”[Tooltip("Red and blue pulled apart.")][Range(0, 1)]public float chroma[Tooltip("Brightness dips and a hum bar.")][Range(0, 1)]public float lumafrequency
Section titled “frequency”[Tooltip("How much of the time the tearing, jitter, chroma, and luma show. Near zero is an occasional flicker; one is constant.")][Range(0, 1)]public float frequencyscramble
Section titled “scramble”[Header("Scrambling")][Tooltip("The signal's sync lifted into the picture, as a channel the set has no key for. Bands of lines lose their sync as it rises: the first tears at about a third, half the picture past 0.6, and toward the top the picture rolls and the blanking shows as a bright bar.")][Range(0, 1)]public float scramblescrambleColor
Section titled “scrambleColor”[Tooltip("How far the set shows color once the burst is lost: 0 drops to black and white, 1 keeps the color with its hue drifting along the tears.")][Range(0, 1)]public float scrambleColor[Header("Tape")][Tooltip("A worn recording: the picture softens, its color bleeds to the right, each line starts a little off, and a streaky grain comes up.")][Range(0, 1)]public float tapetracking
Section titled “tracking”[Tooltip("The tracking out: a band of noise and tearing drifting up the picture, and the head-switching tear along the bottom.")][Range(0, 1)]public float trackingdropouts
Section titled “dropouts”[Tooltip("Dropouts: white streaks where the tape has shed its oxide.")][Range(0, 1)]public float dropoutscompression
Section titled “compression”[Header("Digital")][Tooltip("A stream compressed too far: the picture in blocks, each pulled toward its average, with its colors in steps.")][Range(0, 1)]public float compressioncorruption
Section titled “corruption”[Tooltip("A stream corrupted: bands of blocks slid sideways, and blocks filled from elsewhere in the picture, in the wrong colors.")][Range(0, 1)]public float corruptionMethods
Section titled “Methods”Noisy(float)
Section titled “Noisy(float)”Every kind of interference at one level, showing that share of the time: 0.05 is an occasional flicker, 1 a badly broken signal. Nothing is scrambled.
public static SignalCondition Noisy(float level)Returns
Section titled “Returns”DarkEffekt.Terminal.Unity.SignalCondition
Parameters
Section titled “Parameters”| Type | Name |
|---|---|
System.Single |
level |
Scrambled(float, float)
Section titled “Scrambled(float, float)”A scrambled signal at one level and nothing else wrong. The set keeps its color by the same level unless color says otherwise.
public static SignalCondition Scrambled(float level, float color = -1)Returns
Section titled “Returns”DarkEffekt.Terminal.Unity.SignalCondition
Parameters
Section titled “Parameters”| Type | Name |
|---|---|
System.Single |
level |
System.Single |
color |
Vhs(float)
Section titled “Vhs(float)”A worn tape at one level: the wear itself, the tracking a little under it, dropouts under that, and a touch of static.
public static SignalCondition Vhs(float level)Returns
Section titled “Returns”DarkEffekt.Terminal.Unity.SignalCondition
Parameters
Section titled “Parameters”| Type | Name |
|---|---|
System.Single |
level |
Compressed(float)
Section titled “Compressed(float)”A digital stream in trouble at one level: compressed at the level, corrupted a little under it.
public static SignalCondition Compressed(float level)Returns
Section titled “Returns”DarkEffekt.Terminal.Unity.SignalCondition
Parameters
Section titled “Parameters”| Type | Name |
|---|---|
System.Single |
level |
Burst(float)
Section titled “Burst(float)”The mix a burst of trouble is made of, at a strength from 0 to 1,
showing all the time: tearing, jitter, and color at the strength,
the brightness a little under it, and the static under that. The
mix DarkEffekt.Terminal.Unity.TerminalScreenBase.Glitch(System.Single%2cSystem.Single) plays.
public static SignalCondition Burst(float strength)Returns
Section titled “Returns”DarkEffekt.Terminal.Unity.SignalCondition
Parameters
Section titled “Parameters”| Type | Name |
|---|---|
System.Single |
strength |
Scaled(float)
Section titled “Scaled(float)”Each kind of trouble multiplied by a level. The frequency and the scramble color stay as they are.
public SignalCondition Scaled(float level)Returns
Section titled “Returns”DarkEffekt.Terminal.Unity.SignalCondition
Parameters
Section titled “Parameters”| Type | Name |
|---|---|
System.Single |
level |
Max(in SignalCondition, in SignalCondition)
Section titled “Max(in SignalCondition, in SignalCondition)”The worse of each kind of trouble.
public static SignalCondition Max(in SignalCondition a, in SignalCondition b)Returns
Section titled “Returns”DarkEffekt.Terminal.Unity.SignalCondition
Parameters
Section titled “Parameters”| Type | Name |
|---|---|
| DarkEffekt.Terminal.Unity.SignalCondition | a |
| DarkEffekt.Terminal.Unity.SignalCondition | b |
Add(in SignalCondition, in SignalCondition)
Section titled “Add(in SignalCondition, in SignalCondition)”Each kind of trouble added, up to 1.
public static SignalCondition Add(in SignalCondition a, in SignalCondition b)Returns
Section titled “Returns”DarkEffekt.Terminal.Unity.SignalCondition
Parameters
Section titled “Parameters”| Type | Name |
|---|---|
| DarkEffekt.Terminal.Unity.SignalCondition | a |
| DarkEffekt.Terminal.Unity.SignalCondition | b |
Lerp(in SignalCondition, in SignalCondition, float)
Section titled “Lerp(in SignalCondition, in SignalCondition, float)”A condition a fraction of the way from one to another.
public static SignalCondition Lerp(in SignalCondition a, in SignalCondition b, float t)Returns
Section titled “Returns”DarkEffekt.Terminal.Unity.SignalCondition
Parameters
Section titled “Parameters”| Type | Name |
|---|---|
| DarkEffekt.Terminal.Unity.SignalCondition | a |
| DarkEffekt.Terminal.Unity.SignalCondition | b |
System.Single |
t |
Equals(SignalCondition)
Section titled “Equals(SignalCondition)”Indicates whether the current object is equal to another object of the same type.
public bool Equals(SignalCondition other)Returns
Section titled “Returns”System.Boolean: true if the current object is equal to the other parameter; otherwise, false.
Parameters
Section titled “Parameters”| Type | Name | Description |
|---|---|---|
| DarkEffekt.Terminal.Unity.SignalCondition | other | An object to compare with this object. |
Equals(object)
Section titled “Equals(object)”Indicates whether this instance and a specified object are equal.
public override bool Equals(object obj)Returns
Section titled “Returns”System.Boolean: true if obj and this instance are the same type and represent the same value; otherwise, false.
Parameters
Section titled “Parameters”| Type | Name | Description |
|---|---|---|
System.Object |
obj | The object to compare with the current instance. |
GetHashCode()
Section titled “GetHashCode()”Returns the hash code for this instance.
public override int GetHashCode()Returns
Section titled “Returns”System.Int32: A 32-bit signed integer that is the hash code for this instance.