public override void ExtendedGUI()
        {
            ColorDriver colorDriver = (ColorDriver)target;

            EditorGUILayout.PropertyField(colorModeProp, new GUIContent("Color Mode", "Allows you to choose how the Gradient color is applied."));

            if (colorDriver.colorMode != ColorMode.Frequency)
            {
                EditorGUILayout.PropertyField(stationaryToggleProp, new GUIContent("Stationary", "Check this if a Segmented Levels shape was built with the SpectrumBuilder."));
            }

            EditorGUILayout.PropertyField(indexProp, new GUIContent("Material Index", "The index to a material for the attached mesh."));
            EditorGUILayout.PropertyField(mainColorProp, new GUIContent("Main Color", "Used to color object by magnitude or frequency."));
            EditorGUILayout.PropertyField(restingColorProp, new GUIContent("Resting Color", "Used by segmented levels built with the SpectrumBuilder."));

            /*
             * if (colorDriver.stationaryToggle)
             * {
             *  EditorGUILayout.PropertyField(restingColorProp);
             * }
             * else
             * {
             *  if (colorDriver.colorMode == ColorMode.Frequency)
             *  {
             *      EditorGUILayout.PropertyField(restingColorProp);
             *  }
             * }
             */
        }
Exemple #2
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        public VectorShape(ColorDriver sharedDriver, Transform transform, bool isLine)
        {
            vertexElements = new VertexElement[transform.childCount];

            Level level;
            VertexElementColor vertexColor;
            ColorDriver        colorDriver;

            int i = 0;

            foreach (Transform levelTransform in transform)
            {
                level = levelTransform.GetComponent <Level>();

                if ((vertexColor = levelTransform.GetComponent <VertexElementColor>()) == null)
                {
                    vertexColor = levelTransform.gameObject.AddComponent <VertexElementColor>();
                }

                if ((colorDriver = levelTransform.GetComponent <ColorDriver>()) == null)
                {
                    colorDriver = levelTransform.gameObject.AddComponent <ColorDriver>();
                }

                colorDriver.sharedDriver = sharedDriver;

                if (isLine)
                {
                    vertexElements[i] = new VertexElement(level, levelTransform.localPosition, Vector3.Normalize(Vector3.up), Color.white, Color.black);
                }
                else
                {
                    vertexElements[i] = new VertexElement(level, levelTransform.localPosition, Vector3.Normalize(levelTransform.localPosition), Color.white, Color.black);
                }

                vertexColor.index       = i++;
                vertexColor.vectorShape = this;
            }
        }
Exemple #3
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        protected override void DoLevel()
        {
            ColorDriver colorDriver = (sharedDriver != null) ? (ColorDriver)sharedDriver : this;

            int      i        = 0;
            Material material = null;
            float    v        = 0.0f;

            if (!ps && !vertexColor)
            {
                i        = Mathf.Min(colorDriver.materialIndex, materials.Length - 1);
                material = materials[i];
            }

            float level = LevelScalar();

            Color mainColor    = Color.white;
            Color restingColor = Color.black;

            if (colorDriver.stationaryToggle && !vertexColor)
            {
                if (colorDriver.colorMode == ColorMode.Frequency)
                {
                    v = base.level.linearizedFrequency;
                }
                else
                {
                    v = base.level.normalizedLevel;
                }

                if (level >= base.level.normalizedLevel)
                {
                    mainColor = Color.Lerp(colorDriver.restingColor.Evaluate(v), colorDriver.mainColor.Evaluate(v), level);
                }
                else
                {
                    mainColor = colorDriver.restingColor.Evaluate(v);
                }
            }
            else
            {
                switch (colorDriver.colorMode)
                {
                case ColorMode.Magnitude:
                    mainColor    = colorDriver.mainColor.Evaluate(level);
                    restingColor = colorDriver.restingColor.Evaluate(level);

                    break;

                case ColorMode.Frequency:
                    v = base.level.linearizedFrequency;

                    if (vertexColor)
                    {
                        mainColor    = colorDriver.mainColor.Evaluate(v);
                        restingColor = colorDriver.restingColor.Evaluate(v);
                    }
                    else
                    {
                        mainColor = Color.Lerp(colorDriver.restingColor.Evaluate(v), colorDriver.mainColor.Evaluate(v), level);
                    }

                    break;
                }
            }

            if (ps)
            {
                ParticleSystem.MainModule module = ps.main;
                module.startColor = mainColor;
            }
            else if (material)
            {
                material.SetColor(colorID, mainColor);
            }
            else if (vertexColor)
            {
                vertexColor.mainColor    = mainColor;
                vertexColor.restingColor = restingColor;
            }
        }