protected void OnEnable() { //When this inspector is created, also create the built-in inspector if (defaultEditor == null) { defaultEditor = CreateEditor(targets, Type.GetType("UnityEditor.TextureInspector, UnityEditor")); } animatedPos = new AnimVector3(Vector3.zero, () => { m_Pos = animatedPos.value; Repaint(); }) { speed = 1.5f }; rCallback = r => { rGBAMaterial.SetFloat("_R", r ? 1 : 0); rGBATransparentMaterial.SetFloat("_R", r ? 1 : 0); normalsMaterial.SetFloat("_R", r ? 1 : 0); }; gCallback = g => { rGBAMaterial.SetFloat("_G", g ? 1 : 0); rGBATransparentMaterial.SetFloat("_G", g ? 1 : 0); normalsMaterial.SetFloat("_G", g ? 1 : 0); }; bCallback = b => { rGBAMaterial.SetFloat("_B", b ? 1 : 0); rGBATransparentMaterial.SetFloat("_B", b ? 1 : 0); normalsMaterial.SetFloat("_B", b ? 1 : 0); }; }
private void Start() { mTransform = GameObject.transform; mRenderer = GameObject.GetComponent <Renderer>(); mAnimPosition = new AnimVector3(Vector3.zero, Vector3.back * 2, 0.67f); mAnimPosition.EaseType = AnimEasing.EaseType.EaseInOutBack; mAnimPosition.OnUpdate += OnUpdatePosition; mAnimRotation = new AnimQuaternion(Quaternion.identity, Quaternion.identity, 0.5f); mAnimRotation.EaseType = AnimEasing.EaseType.EaseOutCirc; mAnimRotation.OnUpdate += OnUpdateRotation; mAnimRotation.OnFinish += OnFinishRotation; mAnimColor = new AnimColor(Color.red, Color.yellow, 2); mAnimColor.EaseType = AnimEasing.EaseType.EaseInOutCirc; mAnimColor.OnUpdate += OnUpdateColor; mAnimColor.OnFinish += OnFinishColor; mAnimText = new AnimString("", Messages[0], 2); mAnimText.EaseType = AnimEasing.EaseType.EaseOutCubic; mAnimText.OnUpdate += OnUpdateText; mAnimText.OnFinish += OnFinishText; mCurrentMessageIndex++; }
public void OffsetMoveBg() { float offsetSize = UnitWindow.WINDOW_FRAMES.y * 1.5f; float offsetSizeFrame = offsetSize * 3f; Vector2 offset = Vector2.zero; if (mousePositon.y >= (position.size.y - offsetSizeFrame)) { offset.y = offsetSize; } if (position.size.x > offsetSizeFrame) { if (mousePositon.x <= offsetSizeFrame) { offset.x = -offsetSize; } else if (mousePositon.x >= (position.size.x - offsetSizeFrame)) { offset.x = offsetSize; } } animOffsetBg = new AnimVector3(Vector3.zero); animOffsetBg.speed = 0.5f; animOffsetBg.target = offset; animOffsetBg.valueChanged.AddListener(Repaint); lastAnimOffsetBg = animOffsetBg.value; }
// ---------------------------------------------------------------------------------------------------------------- #region system private void Awake() { tr = GetComponent <Transform>(); camPivot = new AnimVector3(Vector3.zero, focusSmoothing); camDistance = new AnimFloat(defaultZoom, zoomSmoothing); camRotator = new AnimQuaternion(Quaternion.Euler(defaultRotation), focusSmoothing, UpdateCameraRotation); Focus(null, true, true); }
private void HandleCameraMouseDrag(CameraState cameraState, Camera cam) { Event current = Event.current; switch (this.m_CurrentViewTool) { case UnityEditor.ViewTool.Orbit: this.OrbitCameraBehavior(cameraState, cam); break; case UnityEditor.ViewTool.Pan: { cameraState.FixNegativeSize(); Vector3 position = cam.WorldToScreenPoint(cameraState.pivot.value) + new Vector3(-Event.current.delta.x, Event.current.delta.y, 0f); Vector3 vector7 = cam.ScreenToWorldPoint(position) - cameraState.pivot.value; if (current.shift) { vector7 = (Vector3)(vector7 * 4f); } AnimVector3 pivot = cameraState.pivot; pivot.value += vector7; break; } case UnityEditor.ViewTool.Zoom: { float num = HandleUtility.niceMouseDeltaZoom * (!current.shift ? ((float)3) : ((float)9)); this.m_TotalMotion += num; if (this.m_TotalMotion >= 0f) { cameraState.viewSize.value += (num * this.m_ZoomSpeed) * 0.003f; break; } cameraState.viewSize.value = this.m_StartZoom * (1f + (this.m_TotalMotion * 0.001f)); break; } case UnityEditor.ViewTool.FPS: { Vector3 vector = cameraState.pivot.value - ((Vector3)((cameraState.rotation.value * Vector3.forward) * cameraState.GetCameraDistance())); Quaternion quaternion = cameraState.rotation.value; quaternion = Quaternion.AngleAxis((current.delta.y * 0.003f) * 57.29578f, (Vector3)(quaternion * Vector3.right)) * quaternion; quaternion = Quaternion.AngleAxis((current.delta.x * 0.003f) * 57.29578f, Vector3.up) * quaternion; cameraState.rotation.value = quaternion; cameraState.pivot.value = vector + ((Vector3)((quaternion * Vector3.forward) * cameraState.GetCameraDistance())); break; } } current.Use(); }
protected void OnEnable() { //When this inspector is created, also create the built-in inspector if (defaultEditor == null) { defaultEditor = CreateEditor(targets, Type.GetType("UnityEditor.TextureInspector, UnityEditor")); } animatedPos = new AnimVector3(Vector3.zero, () => { scrollPosition = animatedPos.value; Repaint(); }) { speed = 1.5f }; rCallback = r => { rGBMaterial.SetFloat(R, r ? 1 : 0); rGBAMaterial.SetFloat(R, r ? 1 : 0); normalsMaterial.SetFloat(R, r ? 1 : 0); }; gCallback = g => { rGBMaterial.SetFloat(G, g ? 1 : 0); rGBAMaterial.SetFloat(G, g ? 1 : 0); normalsMaterial.SetFloat(G, g ? 1 : 0); }; bCallback = b => { rGBMaterial.SetFloat(B, b ? 1 : 0); rGBAMaterial.SetFloat(B, b ? 1 : 0); normalsMaterial.SetFloat(B, b ? 1 : 0); }; if (QualitySettings.activeColorSpace == ColorSpace.Linear) { rGBMaterial.EnableKeyword("LINEAR"); rGBAMaterial.EnableKeyword("LINEAR"); } else { rGBMaterial.DisableKeyword("LINEAR"); rGBAMaterial.DisableKeyword("LINEAR"); } }
private void Start() { mTransform = GameObject.transform; mRenderer = GameObject.GetComponent<Renderer>(); mAnimPosition = new AnimVector3(Vector3.zero, Vector3.back * 2, 0.67f); mAnimPosition.EaseType = AnimEasing.EaseType.EaseInOutBack; mAnimPosition.OnUpdate += OnUpdatePosition; mAnimRotation = new AnimQuaternion(Quaternion.identity, Quaternion.identity, 0.5f); mAnimRotation.EaseType = AnimEasing.EaseType.EaseOutCirc; mAnimRotation.OnUpdate += OnUpdateRotation; mAnimRotation.OnFinish += OnFinishRotation; mAnimColor = new AnimColor(Color.red, Color.yellow, 2); mAnimColor.EaseType = AnimEasing.EaseType.EaseInOutCirc; mAnimColor.OnUpdate += OnUpdateColor; mAnimColor.OnFinish += OnFinishColor; mAnimText = new AnimString("", Messages[0], 2); mAnimText.EaseType = AnimEasing.EaseType.EaseOutCubic; mAnimText.OnUpdate += OnUpdateText; mAnimText.OnFinish += OnFinishText; mCurrentMessageIndex++; }