public override void OnInspectorGUI()
        {
            ShaderGlobalVariables dat = target as ShaderGlobalVariables;

            //Values
            mValuesFoldout = EditorGUILayout.Foldout(mValuesFoldout, "Values");
            if (mValuesFoldout)
            {
                if (dat.values != null)
                {
                    for (int i = 0; i < dat.values.Length; i++)
                    {
                        var val = dat.values[i];

                        EditorGUI.BeginChangeCheck();

                        GUILayout.BeginVertical(GUI.skin.box);

                        //name
                        GUILayout.BeginHorizontal();

                        val.name = EditorGUILayout.TextField(val.name);

                        GUILayout.FlexibleSpace();

                        if (EditorExt.Utility.DrawAddButton())
                        {
                            Undo.RecordObject(target, "Shader Global Variables Add");
                            ArrayUtil.InsertAfter(ref dat.values, i, val.Clone());
                            break;
                        }

                        GUILayout.Space(4f);

                        if (EditorExt.Utility.DrawRemoveButton())
                        {
                            Undo.RecordObject(target, "Shader Global Variables Remove");
                            ArrayUtil.RemoveAt(ref dat.values, i);
                            break;
                        }

                        GUILayout.EndHorizontal();

                        //type
                        val.type = (ShaderGlobalVariables.Type)EditorGUILayout.EnumPopup(val.type);

                        //value
                        switch (val.type)
                        {
                        case ShaderGlobalVariables.Type.Float:
                            val.val     = EditorGUILayout.FloatField("Value", val.val);
                            val.texture = null;
                            break;

                        case ShaderGlobalVariables.Type.Vector:
                            val.val4    = EditorGUILayout.Vector4Field("Value", val.val4);
                            val.texture = null;
                            break;

                        case ShaderGlobalVariables.Type.Color:
                            val.color   = EditorGUILayout.ColorField(val.color);
                            val.texture = null;
                            break;

                        case ShaderGlobalVariables.Type.Texture:
                            val.texture = EditorGUILayout.ObjectField(val.texture, typeof(Texture), false) as Texture;
                            break;
                        }

                        GUILayout.EndVertical();

                        if (EditorGUI.EndChangeCheck())
                        {
                            Undo.RecordObject(target, "Shader Global Variables Edit - " + dat.values[i].name);
                            dat.values[i] = val;
                        }
                    }
                }

                //add new
                if (GUILayout.Button("Add New Value"))
                {
                    Undo.RecordObject(target, "Shader Global Variables Add");

                    if (dat.values == null || dat.values.Length == 0)
                    {
                        dat.values = new ShaderGlobalVariables.Data[1] {
                            new ShaderGlobalVariables.Data()
                        };
                    }
                    else
                    {
                        var newDat = dat.values[dat.values.Length - 1].Clone();
                        System.Array.Resize(ref dat.values, dat.values.Length + 1);
                        dat.values[dat.values.Length - 1] = newDat;
                    }
                }
            }

            EditorExt.Utility.DrawSeparator();

            //Component settings
            EditorGUI.BeginChangeCheck();

            var applyOnAwake = GUILayout.Toggle(dat.applyOnAwake, "Apply On Awake");

            if (EditorGUI.EndChangeCheck())
            {
                Undo.RecordObject(target, "Change Shader Global Variables Component Setting");

                dat.applyOnAwake = applyOnAwake;
            }


            //Controls
            if (GUILayout.Button("Refresh"))
            {
                dat.Apply();
            }
        }
Esempio n. 2
0
 public void Shuffle()
 {
     ArrayUtil.Shuffle(mItems, 0, mCount);
 }
Esempio n. 3
0
        void Update()
        {
            if (mCurTime >= delay)
            {
                mCurTime = 0f;

                int count = PopulateCollisions(mColls);

                //remove some actives
                for (int i = mActives.Count - 1; i >= 0; i--)
                {
                    var active = mActives[i];

                    //no longer valid?
                    if (active.collider == null || !ArrayUtil.Contains(mColls, 0, count, active.collider))
                    {
                        if (active.activator)
                        {
                            active.activator.Deactivate();
                        }

                        mActives.RemoveLast();
                    }
                }

                //add new actives
                int activeCount = mActives.Count;
                for (int i = 0; i < count; i++)
                {
                    var coll = mColls[i];

                    //ignore if tag not match
                    if (tagFilters.Length > 0)
                    {
                        bool isTagMatch = false;
                        for (int t = 0; t < tagFilters.Length; t++)
                        {
                            if (coll.CompareTag(tagFilters[t]))
                            {
                                isTagMatch = true;
                                break;
                            }
                        }

                        if (!isTagMatch)
                        {
                            continue;
                        }
                    }

                    //check if it already exists
                    int activeInd = -1;
                    for (int j = 0; j < activeCount; j++)
                    {
                        var active = mActives[j];
                        if (active.collider == coll)
                        {
                            activeInd = j;
                            break;
                        }
                    }

                    //add
                    if (activeInd == -1)
                    {
                        var activator = coll.GetComponent <GOActivator>();
                        if (activator)
                        {
                            activator.Activate();

                            mActives.Add(new ActiveData {
                                collider = coll, activator = activator
                            });
                        }
                    }
                }
            }
            else
            {
                mCurTime += Time.deltaTime;
            }
        }