Esempio n. 1
0
        public static void Draw(LightingSettings.Profile profile)
        {
            bool foldout = GUIFoldoutHeader.Begin("Quality", profile.qualitySettings);

            if (foldout == false)
            {
                GUIFoldoutHeader.End();
                return;
            }

            EditorGUI.indentLevel++;

            EditorGUILayout.Space();

            profile.qualitySettings.projection = (Projection)EditorGUILayout.EnumPopup("Projection", profile.qualitySettings.projection);

            profile.qualitySettings.coreAxis = (CoreAxis)EditorGUILayout.EnumPopup("Core Axis", profile.qualitySettings.coreAxis);

            profile.qualitySettings.updateMethod = (LightingSettings.UpdateMethod)EditorGUILayout.EnumPopup("Update Method", profile.qualitySettings.updateMethod);

            profile.qualitySettings.lightTextureSize = (LightingSourceTextureSize)EditorGUILayout.Popup("Light Resolution", (int)profile.qualitySettings.lightTextureSize, LightingSettings.QualitySettings.LightingSourceTextureSizeArray);

            profile.qualitySettings.lightEffectTextureSize = (LightingSourceTextureSize)EditorGUILayout.Popup("Light Effect Resolution", (int)profile.qualitySettings.lightEffectTextureSize, LightingSettings.QualitySettings.LightingSourceTextureSizeArray);

            profile.qualitySettings.lightFilterMode = (FilterMode)EditorGUILayout.EnumPopup("Light Filter Mode", profile.qualitySettings.lightFilterMode);

            profile.qualitySettings.HDR = EditorGUILayout.Toggle("Light HDR", profile.qualitySettings.HDR);

            EditorGUI.indentLevel--;

            GUIFoldoutHeader.End();
        }
Esempio n. 2
0
        public static void Draw(LightingSettings.Profile profile)
        {
            bool foldout = GUIFoldoutHeader.Begin("Day Lighting", profile.dayLightingSettings);

            if (foldout == false)
            {
                GUIFoldoutHeader.End();
                return;
            }

            EditorGUI.indentLevel++;

            EditorGUILayout.Space();

            profile.dayLightingSettings.alpha = EditorGUILayout.Slider("Alpha", profile.dayLightingSettings.alpha, 0, 1);

            profile.dayLightingSettings.direction = EditorGUILayout.Slider("Direction", profile.dayLightingSettings.direction, 0, 360);

            profile.dayLightingSettings.height = EditorGUILayout.Slider("Height", profile.dayLightingSettings.height, 0.1f, 10);

            SunPenumbra.Draw(profile);

            NormalMap.Draw(profile);

            EditorGUI.indentLevel--;

            GUIFoldoutHeader.End();
        }
Esempio n. 3
0
        public static void Draw(LightingSettings.Profile profile)
        {
            bool foldout = GUIFoldoutHeader.Begin("Layers", profile.layers);

            if (foldout == false)
            {
                GUIFoldoutHeader.End();
                return;
            }

            EditorGUI.indentLevel++;

            EditorGUILayout.Space();

            DrawList(profile.layers.lightLayers, "Light Layers", "Light Layer");

            EditorGUILayout.Space();

            DrawList(profile.layers.nightLayers, "Night Layers", "Night Layer");

            EditorGUILayout.Space();

            DrawList(profile.layers.dayLayers, "Day Layers", "Day Layer");

            EditorGUI.indentLevel--;

            GUIFoldoutHeader.End();
        }
        public static void Draw(LightingSettings.ProjectSettings mainProfile)
        {
            bool foldout = GUIFoldoutHeader.Begin("Editor View", mainProfile.editorView);

            if (foldout == false)
            {
                GUIFoldoutHeader.End();
                return;
            }

            EditorGUI.indentLevel++;

            EditorGUILayout.Space();

            mainProfile.editorView.drawGizmos = (EditorDrawGizmos)EditorGUILayout.EnumPopup("Draw Gizmos", mainProfile.editorView.drawGizmos);

            mainProfile.editorView.drawGizmosBounds = (EditorGizmosBounds)EditorGUILayout.EnumPopup("Gizmos Bounds", mainProfile.editorView.drawGizmosBounds);

            EditorGUILayout.Space();

            mainProfile.editorView.gameViewLayer = EditorGUILayout.LayerField("Game Layer (Default)", mainProfile.editorView.gameViewLayer);

            mainProfile.editorView.sceneViewLayer = EditorGUILayout.LayerField("Scene Layer (Default)", mainProfile.editorView.sceneViewLayer);

            EditorGUI.indentLevel--;

            GUIFoldoutHeader.End();
        }
        public static void Draw(LightingSettings.ProjectSettings mainProfile)
        {
            bool foldout = GUIFoldoutHeader.Begin("Chunks", mainProfile.chunks);

            if (foldout == false)
            {
                GUIFoldoutHeader.End();
                return;
            }

            EditorGUI.indentLevel++;

            EditorGUILayout.Space();



            mainProfile.chunks.enabled = EditorGUILayout.Toggle("Enable", mainProfile.chunks.enabled);

            mainProfile.chunks.chunkSize = EditorGUILayout.IntSlider("Chunk Size", mainProfile.chunks.chunkSize, 10, 100);


            EditorGUI.indentLevel--;

            GUIFoldoutHeader.End();
        }
Esempio n. 6
0
        public static void Draw(EventPresetList lightPresetList)
        {
            bool foldout = GUIFoldoutHeader.Begin("Light Event Presets (" + (lightPresetList.list.Length - 1) + ")", lightPresetList);

            if (foldout == false)
            {
                GUIFoldoutHeader.End();
                return;
            }

            EditorGUI.indentLevel++;

            int bufferCount = EditorGUILayout.IntSlider("Count", lightPresetList.list.Length - 1, 1, 4) + 1;

            if (bufferCount != lightPresetList.list.Length)
            {
                int oldCount = lightPresetList.list.Length;

                System.Array.Resize(ref lightPresetList.list, bufferCount);

                for (int i = oldCount; i < bufferCount; i++)
                {
                    lightPresetList.list[i] = new EventPreset(i);
                }
            }

            for (int i = 1; i < lightPresetList.list.Length; i++)
            {
                bool fold = GUIFoldout.Draw("Preset " + (i), lightPresetList.list[i]);

                if (fold == false)
                {
                    continue;
                }

                EditorGUI.indentLevel++;

                lightPresetList.list[i].name = EditorGUILayout.TextField("Name", lightPresetList.list[i].name);

                EditorGUILayout.Space();

                DrawEventLayers(lightPresetList.list[i].layerSetting);

                EditorGUI.indentLevel--;
            }

            EditorGUI.indentLevel--;

            GUIFoldoutHeader.End();
        }
Esempio n. 7
0
        public static void Draw(BufferPresetList bufferList)
        {
            bool foldout = GUIFoldoutHeader.Begin("Buffer Presets (" + bufferList.list.Length + ")", bufferList);

            if (foldout == false)
            {
                GUIFoldoutHeader.End();
                return;
            }

            EditorGUI.indentLevel++;

            int bufferCount = EditorGUILayout.IntSlider("Count", bufferList.list.Length, 1, 4);

            if (bufferCount != bufferList.list.Length)
            {
                int oldCount = bufferList.list.Length;

                System.Array.Resize(ref bufferList.list, bufferCount);

                for (int i = oldCount; i < bufferCount; i++)
                {
                    bufferList.list[i] = new BufferPreset(i);
                }
            }

            for (int i = 0; i < bufferList.list.Length; i++)
            {
                bool fold = GUIFoldout.Draw("Preset " + (i + 1), bufferList.list[i]);

                if (fold == false)
                {
                    continue;
                }

                EditorGUI.indentLevel++;

                bufferList.list[i].name = EditorGUILayout.TextField("Name", bufferList.list[i].name);

                EditorGUILayout.Space();

                CommonSettings(bufferList.list[i]);

                EditorGUILayout.Space();

                if (Lighting2D.ProjectSettings.renderingMode == RenderingMode.OnRender)
                {
                    SortingLayer(bufferList.list[i].sortingLayer);
                }

                EditorGUILayout.Space();

                LayerSettings.DrawList(bufferList.list[i].dayLayers, "Day Layers (" + bufferList.list[i].dayLayers.list.Length + ")", Lighting2D.Profile.layers.dayLayers, true);

                EditorGUILayout.Space();

                LayerSettings.DrawList(bufferList.list[i].nightLayers, "Night Layers (" + bufferList.list[i].nightLayers.list.Length + ")", Lighting2D.Profile.layers.nightLayers, false);

                EditorGUILayout.Space();

                EditorGUI.indentLevel--;
            }

            EditorGUI.indentLevel--;

            GUIFoldoutHeader.End();
        }