public override void OnInspectorGUI() { // Let the default inspecter draw all the values DrawDefaultInspector(); // Spawn buttons if (GUILayout.Button("Create blurred image using quantum blur")) { targetTest.CreateBlur(); } if (GUILayout.Button("Mix the 2 images using teleportation")) { targetTest.FastTeleport(); } if (GUILayout.Button("Save Output Texture to specific file directly")) { targetTest.SaveFileDirect(); AssetDatabase.Refresh(); } if (GUILayout.Button("Create effect using the given Circuit")) { targetTest.ApplyGates(); } if (GUILayout.Button("Create combination effect using the given Circuit")) { targetTest.FastCustomTeleport(); } if (GUILayout.Button("Load File as InputTexture")) { targetTest.LoadPNG(); } if (GUILayout.Button("Load File as InputTexture2")) { targetTest.LoadPNG2(); } if (GUILayout.Button("Save Output Texture to file using file browser")) { targetTest.SaveFile(); } }
public void ApplyGates() { ImageCreator.InputTexture1 = InputTexture; List <Gate> gateList = new List <Gate>(); for (int i = 0; i < operations.Length; i++) { if (operations[i].CircuitType != CircuitType.M) { gateList.Add(operations[i]); } } ImageCreator.BlurCircuit = gateList; ImageCreator.ApplyGates(); Visualisation.texture = ImageCreator.OutputTexture; if (Generator != null && Generator.gameObject.activeSelf) { Debug.Log("Applied Gates " + Generator.gameObject.activeSelf); GenerateTerrain(); } }