コード例 #1
0
 public void VerifyCustomSmoothing()
 {
     if (SerializedObjectUtils.IsPropertiesEqual(m_lastCustomSmoothingParameters, m_customSmoothingParameters) == false)
     {
         editedPointerManagement.ApplyCustomSmoothingParams();
     }
 }
コード例 #2
0
 public void VerifyTrapezoidConfigurationsChange()
 {
     if (SerializedObjectUtils.IsPropertiesEqual(m_lastTrapezoidConfigurations, m_trapezoidConfigurations) == false ||
         SerializedObjectUtils.IsPropertiesEqual(m_lastTrapezoidConfigurtaionIndex, m_currentTrapezoidConfigurationIndex) == false)
     {
         editedPlayerManagement.ApplyCurrentTrapezoidsConfiguration();
     }
 }
コード例 #3
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        public void SimpleObject()
        {
            var so   = new SerializedObject(ScriptableObject.CreateInstance <SimpleObjectFixture>());
            var prop = so.FindProperty(nameof(SimpleObjectFixture.value));
            var type = SerializedObjectUtils.FindPropertyType(so, prop.propertyPath);

            Assert.AreEqual(typeof(string), type);
        }
コード例 #4
0
 public void VerifyMovementBoxConfigurationsChange()
 {
     if (SerializedObjectUtils.IsPropertiesEqual(m_lastLeftHandMovementBox, m_leftHandMovementBox) == false)
     {
         editedPointerManagement.ApplyLeftHandMovementBox();
     }
     if (SerializedObjectUtils.IsPropertiesEqual(m_lastRightHandMovementBox, m_rightHandMovementBox) == false)
     {
         editedPointerManagement.ApplyRightHandMovementBox();
     }
 }
コード例 #5
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        public void ListObject()
        {
            var so   = new SerializedObject(ScriptableObject.CreateInstance <ListObjectFixture>());
            var prop = so.FindProperty(nameof(ListObjectFixture.items));

            prop = prop.GetArrayElementAtIndex(0);
            prop = prop.FindPropertyRelative("test");

            var type = SerializedObjectUtils.FindPropertyType(prop);

            Assert.AreEqual(typeof(float), type);
        }
コード例 #6
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        public void ArrayObject()
        {
            var so   = new SerializedObject(ScriptableObject.CreateInstance <ArrayObjectFixture>());
            var prop = so.FindProperty(nameof(ArrayObjectFixture.children));

            prop = prop.GetArrayElementAtIndex(0);
            prop = prop.FindPropertyRelative(nameof(ArrayObjectEntry.value));

            var type = SerializedObjectUtils.FindPropertyType(so, prop.propertyPath);

            Assert.AreEqual(typeof(int), type);
        }
コード例 #7
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        public override void OnInspectorGUI()
        {
            if (!MixedRealityToolkit.IsInitialized)
            {
                return;
            }

            RenderProfileHeader(ProfileTitle, ProfileDescription, target);

            MixedRealityInspectorUtility.CheckMixedRealityConfigured(true);

            serializedObject.Update();

            MixedRealitySceneSystemProfile profile = (MixedRealitySceneSystemProfile)target;

            RenderFoldout(ref showEditorProperties, "Editor Settings", () =>
            {
                using (new EditorGUI.IndentLevelScope())
                {
                    EditorGUILayout.PropertyField(editorManageBuildSettings);
                    EditorGUILayout.PropertyField(editorManageLoadedScenes);
                    EditorGUILayout.PropertyField(editorEnforceSceneOrder);
                    EditorGUILayout.PropertyField(editorEnforceLightingSceneTypes);

                    if (editorEnforceLightingSceneTypes.boolValue)
                    {
                        EditorGUILayout.Space();
                        EditorGUILayout.HelpBox("Below are the component types that will be allowed in lighting scenes. Types not found in this list will be moved to another scene.", MessageType.Info);
                        EditorGUIUtility.labelWidth = LightingSceneTypesLabelWidth;
                        EditorGUILayout.PropertyField(permittedLightingSceneComponentTypes, true);
                        EditorGUIUtility.labelWidth = 0;
                    }
                }
            }, ShowSceneSystem_Editor_PreferenceKey);

            RenderFoldout(ref showManagerProperties, "Manager Scene Settings", () =>
            {
                using (new EditorGUI.IndentLevelScope())
                {
                    EditorGUILayout.HelpBox(managerSceneContent, MessageType.Info);

                    // Disable the tag field since we're drawing manager scenes
                    SceneInfoDrawer.DrawTagProperty = false;
                    EditorGUILayout.PropertyField(useManagerScene);

                    if (useManagerScene.boolValue && profile.ManagerScene.IsEmpty && !Application.isPlaying)
                    {
                        EditorGUILayout.HelpBox("You haven't created a manager scene yet. Click the button below to create one.", MessageType.Warning);
                        var buttonRect = EditorGUI.IndentedRect(EditorGUILayout.GetControlRect(new GUILayoutOption[] { }));
                        if (GUI.Button(buttonRect, "Create Manager Scene", EditorStyles.miniButton))
                        {
                            // Create a new manager scene and add it to build settings
                            SceneInfo newManagerScene = EditorSceneUtils.CreateAndSaveScene("ManagerScene");
                            SerializedObjectUtils.SetStructValue <SceneInfo>(managerScene, newManagerScene);
                            EditorSceneUtils.AddSceneToBuildSettings(newManagerScene, EditorBuildSettings.scenes, EditorSceneUtils.BuildIndexTarget.First);
                        }
                        EditorGUILayout.Space();
                    }

                    if (useManagerScene.boolValue)
                    {
                        EditorGUILayout.PropertyField(managerScene, includeChildren: true);
                    }
                }
            }, ShowSceneSystem_Manager_PreferenceKey);

            RenderFoldout(ref showLightingProperties, "Lighting Scene Settings", () =>
            {
                using (new EditorGUI.IndentLevelScope())
                {
                    EditorGUILayout.HelpBox(lightingSceneContent, MessageType.Info);

                    EditorGUILayout.PropertyField(useLightingScene);

                    if (useLightingScene.boolValue && profile.NumLightingScenes < 1 && !Application.isPlaying)
                    {
                        EditorGUILayout.HelpBox("You haven't created a lighting scene yet. Click the button below to create one.", MessageType.Warning);
                        var buttonRect = EditorGUI.IndentedRect(EditorGUILayout.GetControlRect(new GUILayoutOption[] { }));
                        if (GUI.Button(buttonRect, "Create Lighting Scene", EditorStyles.miniButton))
                        {
                            // Create a new lighting scene and add it to build settings
                            SceneInfo newLightingScene = EditorSceneUtils.CreateAndSaveScene("LightingScene");
                            // Create an element in the array
                            lightingScenes.arraySize = 1;
                            serializedObject.ApplyModifiedProperties();
                            SerializedObjectUtils.SetStructValue <SceneInfo>(lightingScenes.GetArrayElementAtIndex(0), newLightingScene);
                            EditorSceneUtils.AddSceneToBuildSettings(newLightingScene, EditorBuildSettings.scenes, EditorSceneUtils.BuildIndexTarget.Last);
                        }
                        EditorGUILayout.Space();
                    }

                    if (useLightingScene.boolValue)
                    {
                        // Disable the tag field since we're drawing lighting scenes
                        SceneInfoDrawer.DrawTagProperty = false;

                        if (profile.NumLightingScenes > 0)
                        {
                            string[] lightingSceneNames        = profile.LightingScenes.Select(l => l.Name).ToArray <string>();
                            defaultLightingSceneIndex.intValue = EditorGUILayout.Popup("Default Lighting Scene", defaultLightingSceneIndex.intValue, lightingSceneNames);
                        }

                        EditorGUILayout.PropertyField(lightingScenes, includeChildren: true);
                        //DrawSceneInfoDragAndDrop(lightingScenes);

                        EditorGUILayout.Space();

                        if (profile.NumLightingScenes > 0)
                        {
                            if (profile.EditorLightingCacheOutOfDate)
                            {
                                EditorGUILayout.HelpBox("Your cached lighting settings may be out of date. This could result in unexpected appearances at runtime.", MessageType.Warning);
                            }
                            if (InspectorUIUtility.RenderIndentedButton(new GUIContent("Update Cached Lighting Settings"), EditorStyles.miniButton))
                            {
                                profile.EditorLightingCacheUpdateRequested = true;
                            }
                        }
                        EditorGUILayout.Space();
                    }
                }
            }, ShowSceneSystem_Lighting_PreferenceKey);

            RenderFoldout(ref showContentProperties, "Content Scene Settings", () =>
            {
                using (new EditorGUI.IndentLevelScope())
                {
                    EditorGUILayout.HelpBox(contentSceneContent, MessageType.Info);

                    // Enable the tag field since we're drawing content scenes
                    SceneInfoDrawer.DrawTagProperty = true;
                    EditorGUILayout.PropertyField(contentScenes, includeChildren: true);
                    //DrawSceneInfoDragAndDrop(contentScenes);
                }
            }, ShowSceneSystem_Content_PreferenceKey);

            serializedObject.ApplyModifiedProperties();

            // Keep this inspector perpetually refreshed
            EditorUtility.SetDirty(target);
        }
コード例 #8
0
        /// <summary>
        /// Loads all lighting scenes, extracts their lighting data, then caches that data in the profile.
        /// </summary>
        private async Task EditorUpdateCachedLighting()
        {
            // Clear out our lighting cache
            profile.ClearLightingCache();
            profile.EditorLightingCacheUpdateRequested = false;

            SceneInfo defaultLightingScene = profile.DefaultLightingScene;

            foreach (SceneInfo lightingScene in profile.LightingScenes)
            {
                // Load all our lighting scenes
                Scene scene;
                EditorSceneUtils.LoadScene(lightingScene, false, out scene);
            }

            // Wait for a moment so all loaded scenes have time to get set up
            await Task.Delay(100);

            foreach (SceneInfo lightingScene in profile.LightingScenes)
            {
                Scene scene;
                EditorSceneUtils.GetSceneIfLoaded(lightingScene, out scene);
                EditorSceneUtils.SetActiveScene(scene);

                SerializedObject lightingSettingsObject;
                SerializedObject renderSettingsObject;
                EditorSceneUtils.GetLightingAndRenderSettings(out lightingSettingsObject, out renderSettingsObject);

                // Copy the serialized objects into new structs
                RuntimeLightingSettings lightingSettings = default(RuntimeLightingSettings);
                RuntimeRenderSettings   renderSettings   = default(RuntimeRenderSettings);
                RuntimeSunlightSettings sunlightSettings = default(RuntimeSunlightSettings);

                lightingSettings = SerializedObjectUtils.CopySerializedObjectToStruct <RuntimeLightingSettings>(lightingSettingsObject, lightingSettings, "m_");
                renderSettings   = SerializedObjectUtils.CopySerializedObjectToStruct <RuntimeRenderSettings>(renderSettingsObject, renderSettings, "m_");

                // Extract sunlight settings based on sunlight object
                SerializedProperty sunProperty = renderSettingsObject.FindProperty("m_Sun");
                if (sunProperty == null)
                {
                    Debug.LogError("Sun settings may not be available in this version of Unity.");
                }
                else
                {
                    Light sunLight = (Light)sunProperty.objectReferenceValue;

                    if (sunLight != null)
                    {
                        sunlightSettings.UseSunlight = true;
                        sunlightSettings.Color       = sunLight.color;
                        sunlightSettings.Intensity   = sunLight.intensity;

                        Vector3 eulerAngles = sunLight.transform.eulerAngles;
                        sunlightSettings.XRotation = eulerAngles.x;
                        sunlightSettings.YRotation = eulerAngles.y;
                        sunlightSettings.ZRotation = eulerAngles.z;
                    }
                }

                profile.SetLightingCache(lightingScene, lightingSettings, renderSettings, sunlightSettings);
            }
        }