コード例 #1
0
 private void ResetShaderSettings(GrassSettings grassSettings, GrassManager grassManager)
 {
     if (grassSettings == null)
     {
         return;
     }
     if (grassSettings.useAuto)
     {
         if (grassManager == null)
         {
             return;
         }
         EditorUtility.SetDirty(grassSettings);
         AssetDatabase.SaveAssets();
         grassManager.CorrectShaderSettings();
         grassManager.CorrectGrassMaterialSettings();
         if (grassManager.grassMaterial != null)
         {
             grassManager.grassMaterial.SetMaterialToGrass();
         }
     }
     else
     {
         EditorUtility.SetDirty(grassSettings);
         AssetsManager.SetGrassShaderSettings(true, grassSettings.useSimple, grassSettings.useFull);
     }
 }
コード例 #2
0
        private void OnGUI()
        {
            //Set scroll position
            scrollPos = EditorGUILayout.BeginScrollView(scrollPos);
            AssetsManager.ResetGrassPhysicsSettings();

            EditorGUIUtility.labelWidth = 160;
            GrassManager grassManager;

            if (null == (grassManager = FindObjectOfType <GrassManager>()))
            {
                if (GUILayout.Button("Create grass manager"))
                {
                    GameObject instance = new GameObject("GrassManager", typeof(GrassManager));
                    Selection.activeGameObject = instance;
                }
            }

            GrassSettings grassSettings = AssetsManager.GetGrassSettings();

            if (grassSettings != null)
            {
                Undo.RecordObject(grassSettings, "Update in " + grassSettings.name);
                bool prevUseAuto = grassSettings.useAuto;
                grassSettings.useAuto = EditorGUILayout.Toggle("Use Auto Physics Mode", grassSettings.useAuto);

                if (grassSettings.useAuto)
                {
                    if (!prevUseAuto && grassManager)
                    {
                        EditorUtility.SetDirty(grassSettings);
                        AssetDatabase.SaveAssets();
                        grassManager.CorrectShaderSettings();
                    }
                    EditorGUILayout.HelpBox("With Auto Mode Enabled you cannot have different grass physics modes in the same game build.\n" +
                                            "To use different physics modes for grass in multiple scenes, " +
                                            "you have to disable it and set which physics modes you want to use.", MessageType.Info);
                }
                else
                {
                    EditorGUILayout.Space();
                    EditorGUI.indentLevel++;
                    EditorGUILayout.LabelField("Used physics modes:", EditorStyles.boldLabel);
                    grassSettings.useSimple = EditorGUILayout.Toggle("Simple Physics Mode", grassSettings.useSimple);
                    grassSettings.useFull   = EditorGUILayout.Toggle("Full Physics Mode", grassSettings.useFull);
                    EditorUtility.SetDirty(grassSettings);
                    AssetsManager.SetGrassShaderSettings(true, grassSettings.useSimple, grassSettings.useFull);
                }
            }

            if (GUILayout.Button(new GUIContent("Reload settings and shaders",
                                                "Use this when you think that some shaders or settings changes haven't been applied")))
            {
                ReloadShadersAndSettings();
            }

            EditorGUILayout.EndScrollView();
        }
コード例 #3
0
        /// <summary>
        /// Sets (global) physics settings to correspond to what is in <see cref="grassProfile.grassMode"/>
        /// </summary>
        public void CorrectShaderSettings()
        {
            if (IsPrefabOrMultipleManagers())
            {
                return;
            }

            GrassSettings settings = AssetsManager.GetGrassSettings();

            if (settings != null && settings.useAuto)
            {
                bool isSimple = (grassMode == GrassPhysicsMode.Simple);
                bool isFull   = (grassMode == GrassPhysicsMode.Full);
                AssetsManager.SetGrassShaderSettings(false, isSimple, isFull);
            }
        }