private void DisplaySaveTab() { EditorGUILayout.BeginVertical(EditorStyles.helpBox); EditorGUILayout.BeginHorizontal(); EditorGUILayout.PropertyField(serializedObject.FindProperty("saveTreeFolder"), new GUIContent("Save folder")); if (GUILayout.Button("Find folder")) { string path = EditorUtility.OpenFolderPanel("save tree location", "Assets", "Assets"); path = "Assets" + path.Substring(Application.dataPath.Length); serializedObject.FindProperty("saveTreeFolder").stringValue = path; AssetDatabase.Refresh(); } serializedObject.ApplyModifiedProperties(); EditorGUILayout.EndHorizontal(); tree.gameObject.name = EditorGUILayout.TextField("name", tree.gameObject.name); if (GUILayout.Button("Save as Prefab")) { #if UNITY_2018_3_OR_NEWER SetupLegacyMode(); SetupLegacyMaterials(tree.gameObject); tree.SaveAsPrefab(false, tree.isHDRP); SetupHDRPMaterials(tree.gameObject); SetupHDRPMode(); #else tree.SaveAsPrefab(false, false); #endif } EditorGUILayout.EndVertical(); }
private void DisplaySaveTab() { EditorGUILayout.BeginVertical(EditorStyles.helpBox); if (GUILayout.Button("Bake ambient occlusion")) { tree.BakeAo(); } EditorGUILayout.BeginHorizontal(); tree.saveTreeFolder = EditorGUILayout.TextField("Save Folder", tree.saveTreeFolder); if (GUILayout.Button("Find folder")) { string path = EditorUtility.OpenFolderPanel("save tree location", "Assets", "Assets"); path = "Assets" + path.Substring(Application.dataPath.Length); tree.saveTreeFolder = path; AssetDatabase.Refresh(); } EditorGUILayout.EndHorizontal(); tree.gameObject.name = EditorGUILayout.TextField("name", tree.gameObject.name); if (GUILayout.Button("Save as Prefab")) { tree.SaveAsPrefab(); } EditorGUILayout.EndVertical(); }
private void DisplaySaveTab() { EditorGUILayout.BeginVertical(EditorStyles.helpBox); EditorGUILayout.BeginHorizontal(); EditorGUILayout.PropertyField(serializedObject.FindProperty("saveTreeFolder"), new GUIContent("Save folder")); if (GUILayout.Button("Find folder")) { string path = EditorUtility.OpenFolderPanel("save tree location", "Assets", "Assets"); path = "Assets" + path.Substring(Application.dataPath.Length); serializedObject.FindProperty("saveTreeFolder").stringValue = path; AssetDatabase.Refresh(); } EditorGUILayout.EndHorizontal(); tree.gameObject.name = EditorGUILayout.TextField("name", tree.gameObject.name); EditorGUILayout.Space(); EditorGUILayout.BeginVertical("Box"); EditorGUILayout.LabelField("Billboard Settings"); serializedObject.FindProperty("BB_Brightness").floatValue = EditorGUILayout.Slider("Brightness", serializedObject.FindProperty("BB_Brightness").floatValue, 0, 3); serializedObject.FindProperty("BB_isSingleSided").intValue = GUILayout.Toolbar(serializedObject.FindProperty("BB_isSingleSided").intValue, new string[] { "Double Sided", "Single Sided" }); serializedObject.FindProperty("BB_hasTopCard").intValue = GUILayout.Toolbar(serializedObject.FindProperty("BB_hasTopCard").intValue, new string[] { "No Top Card", "Has Top Card" }); if (tree.BB_hasTopCard == 1) { serializedObject.FindProperty("BB_TopCardPositon").floatValue = EditorGUILayout.Slider("Top Card Positon", serializedObject.FindProperty("BB_TopCardPositon").floatValue, 0, 1); } serializedObject.ApplyModifiedProperties(); EditorGUILayout.EndVertical(); if (GUILayout.Button("Save as Prefab")) { #if UNITY_2018_3_OR_NEWER SetupLegacyMode(); SetupLegacyMaterials(tree.gameObject); tree.SaveAsPrefab(false, tree.isHDRP); SetupHDRPMaterials(tree.gameObject); SetupHDRPMode(); #else tree.SaveAsPrefab(false, false); #endif } EditorGUILayout.EndVertical(); }