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);
 }
Example #2
0
 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);
 }