public override IEnumerable <Property> Properties() { return(Property.JoinProperties(base.Properties(), new Property[] { new Property("siz", "Size", () => size, v => size = (float)v, PropertyGUIs.Slider(0.5f, 15)), new Property("col", "Color", () => color, v => color = (Color)v, PropertyGUIs.Color) })); }
public override IEnumerable <Property> Properties() { return(Property.JoinProperties(base.Properties(), new Property[] { new Property("siz", "Range", () => size, v => size = (float)v, PropertyGUIs.Slider(1, 100)), new Property("int", "Intensity", () => intensity, v => intensity = (float)v, PropertyGUIs.Slider(0, 1.5f)), new Property("upd", "Real-time?", () => realtime, v => realtime = (bool)v, PropertyGUIs.Toggle) })); }
public override ICollection <Property> Properties() { return(Property.JoinProperties(base.Properties(), new Property[] { new Property("Size", () => size, v => size = (float)v, PropertyGUIs.Slider(1, 30)), new Property("Color", () => color, v => color = (Color)v, PropertyGUIs.Color), new Property("Intensity", () => intensity, v => intensity = (float)v, PropertyGUIs.Slider(0, 5)), new Property("Halo?", () => halo, v => halo = (bool)v, PropertyGUIs.Toggle) })); }
public override IEnumerable <Property> Properties() { return(Property.JoinProperties(base.Properties(), new Property[] { new Property("siz", "Size", () => size, v => size = (float)v, PropertyGUIs.Slider(1, 30)), new Property("col", "Color", () => color, v => color = (Color)v, PropertyGUIs.Color), new Property("int", "Intensity", () => intensity, v => intensity = (float)v, PropertyGUIs.Slider(0, 5)), new Property("sha", "Shadows?", () => shadows, v => shadows = (bool)v, PropertyGUIs.Toggle) })); }
public ICollection <Property> Properties() { return(new Property[] { new Property("sky", "Sky", () => RenderSettings.skybox, v => { SetSky((Material)v); }, PropertyGUIs.Material("GameAssets/Skies", false, MaterialSelectorGUI.ColorModeSet.UNLIT_ONLY)), new Property("amb", "Ambient light intensity", () => RenderSettings.ambientIntensity, v => RenderSettings.ambientIntensity = (float)v, PropertyGUIs.Slider(0, 3)), new Property("sin", "Sun intensity", () => RenderSettings.sun.intensity, v => RenderSettings.sun.intensity = (float)v, PropertyGUIs.Slider(0, 3)), new Property("sco", "Sun color", () => RenderSettings.sun.color, v => RenderSettings.sun.color = (Color)v, PropertyGUIs.Color), new Property("spi", "Sun pitch", () => { float value = RenderSettings.sun.transform.rotation.eulerAngles.x; if (value > 270) { value -= 360; } return value; }, v => { Vector3 eulerAngles = RenderSettings.sun.transform.rotation.eulerAngles; eulerAngles.x = (float)v; RenderSettings.sun.transform.rotation = Quaternion.Euler(eulerAngles); }, PropertyGUIs.Slider(-90, 90)), new Property("sya", "Sun yaw", () => RenderSettings.sun.transform.rotation.eulerAngles.y, v => { Vector3 eulerAngles = RenderSettings.sun.transform.rotation.eulerAngles; eulerAngles.y = (float)v; RenderSettings.sun.transform.rotation = Quaternion.Euler(eulerAngles); UpdateSky(); }, PropertyGUIs.Slider(0, 360)), new Property("fdn", "Fog density", () => RenderSettings.fog ? Mathf.Sqrt(RenderSettings.fogDensity) : 0.0f, v => { float value = (float)v; if (value == 0) { RenderSettings.fog = false; } else { RenderSettings.fog = true; RenderSettings.fogDensity = value * value; } }, PropertyGUIs.Slider(0, 1)), new Property("fco", "Fog color", () => RenderSettings.fogColor, v => RenderSettings.fogColor = (Color)v, PropertyGUIs.Color) }); }
public override IEnumerable <Property> Properties() { return(new Property[] { new Property("sky", "Sky", () => RenderSettings.skybox, v => { SetSky((Material)v); }, PropertyGUIs.Material("Skies", false)), new Property("amb", "Ambient light intensity", () => RenderSettings.ambientIntensity, v => RenderSettings.ambientIntensity = (float)v, PropertyGUIs.Slider(0, 3)), new Property("sin", "Sun intensity", () => RenderSettings.sun.intensity, v => RenderSettings.sun.intensity = (float)v, PropertyGUIs.Slider(0, 3)), new Property("sco", "Sun color", () => RenderSettings.sun.color, v => RenderSettings.sun.color = (Color)v, PropertyGUIs.Color), new Property("spi", "Sun pitch", () => { float value = RenderSettings.sun.transform.rotation.eulerAngles.x; if (value >= 270) { value -= 360; } return value; }, v => { Vector3 eulerAngles = RenderSettings.sun.transform.rotation.eulerAngles; eulerAngles.x = (float)v; RenderSettings.sun.transform.rotation = Quaternion.Euler(eulerAngles); UpdateEnvironment(); }, PropertyGUIs.Slider(-90, 90)), new Property("sya", "Sun yaw", () => RenderSettings.sun.transform.rotation.eulerAngles.y, v => { Vector3 eulerAngles = RenderSettings.sun.transform.rotation.eulerAngles; eulerAngles.y = (float)v; RenderSettings.sun.transform.rotation = Quaternion.Euler(eulerAngles); UpdateSky(); }, PropertyGUIs.Slider(0, 360)), new Property("sha", "Shadows", () => RenderSettings.sun.shadowStrength, v => RenderSettings.sun.shadowStrength = (float)v, PropertyGUIs.Slider(0, 1)), new Property("ref", "Reflections", () => GetReflectionProbe().intensity, v => GetReflectionProbe().intensity = (float)v, PropertyGUIs.Slider(0, 1)), new Property("fdn", "Fog density", () => RenderSettings.fog ? Mathf.Sqrt(RenderSettings.fogDensity) : 0.0f, v => { float value = (float)v; if (value == 0) { RenderSettings.fog = false; } else { RenderSettings.fog = true; RenderSettings.fogDensity = value * value; } }, PropertyGUIs.Slider(0, 1)), new Property("fco", "Fog color", () => RenderSettings.fogColor, v => RenderSettings.fogColor = (Color)v, PropertyGUIs.Color) }); }