private void OnEnable() { m_tabGroup = AlloyTabGroup.GetTabGroup(); m_skinGroup = new AnimBool(m_tabGroup.IsOpen(c_skinTabName)); m_transmissionGroup = new AnimBool(m_tabGroup.IsOpen(c_transmissionTabName)); }
//Passed in by the base editor public AlloyTextureFieldDrawer(AlloyInspectorBase editor, MaterialProperty property) : base(editor, property) { m_tabGroup = AlloyTabGroup.GetTabGroup(); m_tabOpen.speed = 4.0f; m_scale = Serialized.FindPropertyRelative("m_Scale"); m_offset = Serialized.FindPropertyRelative("m_Offset"); m_shaderVarName = Property.name; CacheTextureProps(editor, m_shaderVarName, out m_velocityProp, out m_spinProp, out m_uvProp); }
public void OnEnable() { if (HasMutlipleShaders()) { return; } if (Target != null) { var ns = Target.shader; m_oldShader = ns; } TabGroup = AlloyTabGroup.GetTabGroup(); m_properties = new Dictionary<string, SerializedProperty>(); InitMaterialProps(); if (Targets.Length > 1) { if (MaterialsAreMismatched()) { foreach (var target in Targets) { ClearMaterialCrum((Material)target); } IsValid = false; return; } } InitAllProps(); SceneView.onSceneGUIDelegate += OnAlloySceneGUI; OnAlloyShaderEnable(); }
public AlloyTexCoordDrawer(AlloyInspectorBase editor, MaterialProperty property) : base(editor, property) { m_shaderVarName = Property.name.Replace("_ST", ""); m_tabGroup = AlloyTabGroup.GetTabGroup(); m_tabOpen.value = m_tabGroup.IsOpen(SaveName); AlloyTextureFieldDrawer.CacheTextureProps(editor, m_shaderVarName, out m_scrollProp, out m_spinProp, out m_uvProp); }