//----------------------------------------------------- void Start() { // if(m_iOSshadowsFloor == null) Debug.LogError(DEBUGTAG+"iosShadowsFloor"+PC.MISSING_REF); // if(m_iOSshadows == null) Debug.LogError(DEBUGTAG+"iosShadows"+MISSING_REF); _iosShadows = GameObject.Find("iosShadows"); _floorShadows = GameObject.Find("floorShadows"); _floorLight= GameObject.Find("floorLight"); m_presets = new LightPresets(this); backgroundImage = GameObject.Find("backgroundImage"); if(backgroundImage!=null) _guiTextureBackground = backgroundImage.GetComponent<GUITexture>(); sunSpecMatin = GameObject.Find ("SpecLight (1)"); sunSpecAprem = GameObject.Find ("SpecLight"); sunSpecMatin.SetActive (false); eraserImages = GameObject.Find("eraserImages"); if(eraserImages!=null) eraserMask = eraserImages.GetComponent<EraserMask>(); sun = GameObject.Find("sunLight"); ambient = GameObject.Find("LightAmbient"); refelxObj = GameObject.Find("collisionPlane"); //Reflexion //Sol Clair r_presets.Add(new Color(1, 1, 1, 0.082f)); r_presets.Add(new Color(1, 0.941f, 0.843f, 0.251f)); //Sol Moyen r_presets.Add(new Color(1, 0.941f, 0.843f, 0.082f)); r_presets.Add(new Color(0.784f, 0.741f, 0.663f, 0.439f)); //Sol Sombre r_presets.Add(new Color(0.824f, 0.824f, 0.824f, 0.027f)); r_presets.Add(new Color(0.439f, 0.408f, 0.369f, 0.439f)); //NoReflex r_presets.Add(new Color(0, 0, 0, 0)); //----------------------------------- SetLightConfig(true); Montage.sm.AddLightState(m_azimut,m_hour,m_intensity,m_blur,m_power, m_imgBackground_r, m_imgBackground_g, m_imgBackground_b); UpdateOrientationUI(); if(usefullData.lowTechnologie) { if(sun!=null) sun.GetComponent<Light>().shadows = LightShadows.None; if(_floorShadows!=null) _floorShadows.SetActive(false); if(_floorLight!=null) _floorLight.SetActive(false); if(refelxObj!=null) refelxObj.GetComponent<Renderer>().enabled = false; } }
public static void DrawProfile(LightingSettings.Profile profile) { EditorGUI.BeginChangeCheck(); // Common Settings CommonSettings(profile.bufferPresets.list[0]); EditorGUILayout.Space(); // Sorting Layer SortingLayer(profile.bufferPresets.list[0].sortingLayer); EditorGUILayout.Space(); // Quality Settings QualitySettings.Draw(profile); EditorGUILayout.Space(); // Layers Layers.Draw(profile); EditorGUILayout.Space(); // Day Lighting DayLighting.Draw(profile); EditorGUILayout.Space(); // Fog of War EditorGUILayout.Space(); // Buffer Presets BufferPresets.Draw(profile.bufferPresets); EditorGUILayout.Space(); // Light Presets LightPresets.Draw(profile.lightPresets); EditorGUILayout.Space(); // Event Presets EventPresets.Draw(profile.eventPresets); EditorGUILayout.Space(); // Disable profile.disable = EditorGUILayout.Toggle("Disable", profile.disable); EditorGUI.EndChangeCheck(); if (GUI.changed) { if (EditorApplication.isPlaying == false) { if (Lighting2D.Profile == profile) { Light2D.ForceUpdateAll(); LightingManager2D.ForceUpdate(); foreach (OnRenderMode onRender in OnRenderMode.List) { BufferPreset bufferPreset = onRender.mainBuffer.GetBufferPreset(); bufferPreset.sortingLayer.ApplyToMeshRenderer(onRender.meshRenderer); } } EditorUtility.SetDirty(profile); } } }
public ArrayList getPresets() { if(m_presets == null) m_presets = new LightPresets(this); return m_presets.getPresetsList(); }