コード例 #1
0
ファイル: MatrixAssetInspector.cs プロジェクト: AJ213/Awitu
        //public static WeakEvent<Texture2D> OnTextureImported = new WeakEvent<Texture2D>();
        //In MatrixAsset since it should work in non-editors

        //public void OnPostprocessTexture(Texture2D tex)  //using OnPostprocessAllAssets because tex here is not the same tex as the changed one

        static void OnPostprocessAllAssets(string[] importedAssets, string[] deletedAssets, string[] movedAssets, string[] movedFromAssetPaths)
        {
            for (int a = 0; a < importedAssets.Length; a++)
            {
                if (AssetDatabase.GetMainAssetTypeAtPath(importedAssets[a]) != typeof(Texture2D))
                {
                    continue;
                }
                Texture2D tex = AssetDatabase.LoadAssetAtPath <Texture2D>(importedAssets[a]);

                if (MatrixAsset.OnTextureImported != null)
                {
                    MatrixAsset.OnTextureImported(tex);
                }
            }
        }
コード例 #2
0
ファイル: MatrixAssetInspector.cs プロジェクト: AJ213/Awitu
        private void DrawGUI()
        {
            matrixAsset = (MatrixAsset)target;

            using (Cell.LinePx(32))
                Draw.Label("WARNING: Serializing this asset when selected in \nInspector can slow down editor GUI performance.", style: UI.current.styles.helpBox);

            Cell.EmptyLinePx(5);

            if (matrixAsset.matrix != null && matrixAsset.preview == null)
            {
                matrixAsset.RefreshPreview();
            }

            if (matrixAsset.preview != null)
            {
                using (Cell.LinePx(256))
                {
                    Cell.EmptyRowRel(1);
                    using (Cell.RowPx(256))
                    {
                        //Draw.Texture(matrixAsset.preview);
                        Draw.MatrixPreviewTexture(matrixAsset.preview, colorize: colorize, relief: relief, min: 0, max: 1);
                        Draw.MatrixPreviewReliefSwitch(ref colorize, ref relief);
                    }
                    Cell.EmptyRowRel(1);
                }

                if (matrixAsset.rawPath != null)
                {
                    using (Cell.LineStd) Draw.Label(matrixAsset.rawPath);
                }

                if (matrixAsset.matrix != null)
                {
                    using (Cell.LineStd) Draw.Label(matrixAsset.matrix.rect.size.x + ", " + matrixAsset.matrix.rect.size.z);
                }
            }

            Cell.EmptyLinePx(5);

            using (Cell.LineStd) Draw.Field(ref matrixAsset.source, "Map Source");

            if (matrixAsset.source == MatrixAsset.Source.Raw)
            {
                using (Cell.LinePx(22)) Draw.Label("Square gray 16bit RAW, PC byte order", style: UI.current.styles.helpBox);

                using (Cell.LineStd) if (Draw.Button("Load RAW"))
                    {
                        string newPath = EditorUtility.OpenFilePanel("Import Texture File", "", "raw,r16");

                        if (newPath != null && newPath.Length != 0)
                        {
                            UnityEditor.Undo.RecordObject(this, "Import RAW");
                            matrixAsset.rawPath = newPath;

                            matrixAsset.Reload();

                            EditorUtility.SetDirty(matrixAsset);
                        }
                    }
            }

            else             //texture
            {
                using (Cell.LinePx(0))
                {
                    using (Cell.LineStd) Draw.ObjectField(ref matrixAsset.textureSource, "Texture");               //
                    using (Cell.LineStd) Draw.Field(ref matrixAsset.channelSource, "Channel");                     //

                    if (Cell.current.valChanged)
                    {
                        matrixAsset.Reload();
                    }
                }
            }

            using (Cell.LineStd)
            {
                Cell.current.disabled =
                    (matrixAsset.source == MatrixAsset.Source.Raw && matrixAsset.rawPath == null) ||
                    (matrixAsset.source == MatrixAsset.Source.Texture && matrixAsset.textureSource == null);
                if (Draw.Button("Reload"))
                {
                    matrixAsset.Reload();
                    EditorUtility.SetDirty(matrixAsset);
                }
            }
        }