public UIFloatModifierWindow(EffectFloatModifier mod, bool show) : base((EffectModifier)mod, show) { floatMod = mod; floatName = floatMod.floatName; floatNames = MaterialUtils.FindValidShaderProperties(floatMod.GetMaterial(), WaterfallMaterialPropertyType.Float).ToArray(); GenerateCurveThumbs(mod); }
public UIFloatModifierWindow(EffectFloatModifier mod, bool show) : base((EffectModifier)mod, show) { floatMod = mod; floatNames = MaterialUtils.FindValidShaderProperties(floatMod.GetMaterial(), WaterfallMaterialPropertyType.Float).ToArray(); floatIndex = floatNames.ToList().FindIndex(x => x == floatMod.floatName); floatCurveFunction = new CurveUpdateFunction(UpdateFloatCurve); GenerateCurveThumbs(mod); }