public override void OnInspectorGUI() { serializedObject.Update(); Rect lineRect = EditorGUILayout.GetControlRect(); int isGlobal = m_IsGlobal.boolValue ? 0 : 1; using (new EditorGUI.PropertyScope(lineRect, Styles.mode, m_IsGlobal)) { EditorGUI.BeginChangeCheck(); isGlobal = EditorGUI.Popup(lineRect, Styles.mode, isGlobal, Styles.modes); if (EditorGUI.EndChangeCheck()) { m_IsGlobal.boolValue = isGlobal == 0; } } if (isGlobal != 0) // Blend radius is not needed for global volumes { if (actualTarget.TryGetComponent <Collider>(out var collider)) { if (!collider.enabled) { CoreEditorUtils.DrawFixMeBox(Styles.enableColliderFixMessage, () => collider.enabled = true); } } else { CoreEditorUtils.DrawFixMeBox(Styles.addColliderFixMessage, AddOverride); } EditorGUILayout.PropertyField(m_BlendRadius); m_BlendRadius.floatValue = Mathf.Max(m_BlendRadius.floatValue, 0f); } else { if (actualTarget.TryGetComponent <Collider>(out var collider)) { if (collider.enabled) { CoreEditorUtils.DrawFixMeBox(Styles.disableColliderFixMessage, () => collider.enabled = false); } } } EditorGUILayout.PropertyField(m_Weight); EditorGUILayout.PropertyField(m_Priority); bool assetHasChanged = false; bool showCopy = m_Profile.objectReferenceValue != null; bool multiEdit = m_Profile.hasMultipleDifferentValues; // The layout system breaks alignment when mixing inspector fields with custom layout'd // fields, do the layout manually instead int buttonWidth = showCopy ? 45 : 60; float indentOffset = EditorGUI.indentLevel * 15f; lineRect = EditorGUILayout.GetControlRect(); var labelRect = new Rect(lineRect.x, lineRect.y, EditorGUIUtility.labelWidth - indentOffset - 3, lineRect.height); var fieldRect = new Rect(labelRect.xMax + 5, lineRect.y, lineRect.width - labelRect.width - buttonWidth * (showCopy ? 2 : 1) - 5, lineRect.height); var buttonNewRect = new Rect(fieldRect.xMax, lineRect.y, buttonWidth, lineRect.height); var buttonCopyRect = new Rect(buttonNewRect.xMax, lineRect.y, buttonWidth, lineRect.height); GUIContent guiContent = actualTarget.HasInstantiatedProfile() ? Styles.profileInstance : Styles.profile; EditorGUI.PrefixLabel(labelRect, guiContent); using (new EditorGUI.PropertyScope(fieldRect, GUIContent.none, m_Profile)) using (var scope = new EditorGUI.ChangeCheckScope()) { var profile = actualTarget.HasInstantiatedProfile() ? actualTarget.profile : m_Profile.objectReferenceValue; VolumeProfile editedProfile = (VolumeProfile)EditorGUI.ObjectField(fieldRect, profile, typeof(VolumeProfile), false); if (scope.changed) { assetHasChanged = true; m_Profile.objectReferenceValue = editedProfile; if (actualTarget.HasInstantiatedProfile()) // Clear the instantiated profile, from now on we're using shared again { actualTarget.profile = null; } } } using (new EditorGUI.DisabledScope(multiEdit)) { if (GUI.Button(buttonNewRect, Styles.newLabel, showCopy ? EditorStyles.miniButtonLeft : EditorStyles.miniButton)) { // By default, try to put assets in a folder next to the currently active // scene file. If the user isn't a scene, put them in root instead. var targetName = actualTarget.name + " Profile"; var scene = actualTarget.gameObject.scene; var asset = VolumeProfileFactory.CreateVolumeProfile(scene, targetName); m_Profile.objectReferenceValue = asset; actualTarget.profile = null; // Make sure we're not using an instantiated profile anymore assetHasChanged = true; } guiContent = actualTarget.HasInstantiatedProfile() ? Styles.saveLabel : Styles.cloneLabel; if (showCopy && GUI.Button(buttonCopyRect, guiContent, EditorStyles.miniButtonRight)) { // Duplicate the currently assigned profile and save it as a new profile var origin = profileRef; var path = AssetDatabase.GetAssetPath(m_Profile.objectReferenceValue); path = CoreEditorUtils.IsAssetInReadOnlyPackage(path) // We may be in a read only package, in that case we need to clone the volume profile in an // editable area, such as the root of the project. ? AssetDatabase.GenerateUniqueAssetPath(Path.Combine("Assets", Path.GetFileName(path))) // Otherwise, duplicate next to original asset. : AssetDatabase.GenerateUniqueAssetPath(path); var asset = Instantiate(origin); asset.components.Clear(); AssetDatabase.CreateAsset(asset, path); foreach (var item in origin.components) { var itemCopy = Instantiate(item); itemCopy.hideFlags = HideFlags.HideInInspector | HideFlags.HideInHierarchy; itemCopy.name = item.name; asset.components.Add(itemCopy); AssetDatabase.AddObjectToAsset(itemCopy, asset); } AssetDatabase.SaveAssets(); AssetDatabase.Refresh(); m_Profile.objectReferenceValue = asset; actualTarget.profile = null; // Make sure we're not using an instantiated profile anymore assetHasChanged = true; } } EditorGUILayout.Space(); if (m_Profile.objectReferenceValue == null && !actualTarget.HasInstantiatedProfile()) { if (assetHasChanged) { m_ComponentList.Clear(); // Asset wasn't null before, do some cleanup } } else { if (assetHasChanged || profileRef != m_ComponentList.asset) { serializedObject.ApplyModifiedProperties(); serializedObject.Update(); RefreshEffectListEditor(profileRef); } if (!multiEdit) { m_ComponentList.OnGUI(); EditorGUILayout.Space(); } } serializedObject.ApplyModifiedProperties(); if (m_Profile.objectReferenceValue == null) { EditorGUILayout.HelpBox(Styles.noVolumeMessage, MessageType.Info); } }
/// <summary> /// Implement this function to make a custom inspector /// </summary> public override void OnInspectorGUI() { LensFlareComponentSRP lensFlareData = m_Intensity.serializedObject.targetObject as LensFlareComponentSRP; bool attachedToLight = false; bool lightIsDirLight = false; Light light = null; if (lensFlareData != null && (light = lensFlareData.GetComponent <Light>()) != null) { attachedToLight = true; if (light.type == LightType.Directional) { lightIsDirLight = true; } } EditorGUI.BeginChangeCheck(); EditorGUILayout.LabelField(Styles.generalData.text, EditorStyles.boldLabel); { using (new EditorGUILayout.HorizontalScope()) { bool showCopy = m_LensFlareData.objectReferenceValue != null; int buttonWidth = showCopy ? 45 : 60; EditorGUILayout.PropertyField(m_LensFlareData, Styles.lensFlareData); if (GUILayout.Button(Styles.newButton, showCopy ? EditorStyles.miniButtonLeft : EditorStyles.miniButton, GUILayout.Width(buttonWidth))) { // By default, try to put assets in a folder next to the currently active // scene file. If the user isn't a scene, put them in root instead. var actualTarget = target as LensFlareComponentSRP; var targetName = actualTarget.name + " Lens Flare (SRP)"; var scene = actualTarget.gameObject.scene; var asset = LensFlareEditorUtils.CreateLensFlareDataSRPAsset(scene, targetName); m_LensFlareData.objectReferenceValue = asset; } if (showCopy && GUILayout.Button(Styles.cloneButton, EditorStyles.miniButtonRight, GUILayout.Width(buttonWidth))) { // Duplicate the currently assigned profile and save it as a new profile var origin = m_LensFlareData.objectReferenceValue; var path = AssetDatabase.GetAssetPath(m_LensFlareData.objectReferenceValue); path = CoreEditorUtils.IsAssetInReadOnlyPackage(path) // We may be in a read only package, in that case we need to clone the volume profile in an // editable area, such as the root of the project. ? AssetDatabase.GenerateUniqueAssetPath(Path.Combine("Assets", Path.GetFileName(path))) // Otherwise, duplicate next to original asset. : AssetDatabase.GenerateUniqueAssetPath(path); var asset = Instantiate(origin); AssetDatabase.CreateAsset(asset, path); AssetDatabase.SaveAssets(); AssetDatabase.Refresh(); m_LensFlareData.objectReferenceValue = asset; } } EditorGUILayout.PropertyField(m_Intensity, Styles.intensity); EditorGUILayout.PropertyField(m_Scale, Styles.scale); if (!lightIsDirLight) { if (attachedToLight) { EditorGUILayout.PropertyField(m_AttenuationByLightShape, Styles.attenuationByLightShape); } EditorGUILayout.PropertyField(m_MaxAttenuationDistance, Styles.maxAttenuationDistance); ++EditorGUI.indentLevel; EditorGUILayout.PropertyField(m_DistanceAttenuationCurve, Styles.distanceAttenuationCurve); --EditorGUI.indentLevel; EditorGUILayout.PropertyField(m_MaxAttenuationScale, Styles.maxAttenuationScale); ++EditorGUI.indentLevel; EditorGUILayout.PropertyField(m_ScaleByDistanceCurve, Styles.scaleByDistanceCurve); --EditorGUI.indentLevel; } EditorGUILayout.PropertyField(m_RadialScreenAttenuationCurve, Styles.radialScreenAttenuationCurve); } EditorGUILayout.LabelField(Styles.occlusionData.text, EditorStyles.boldLabel); EditorGUILayout.PropertyField(m_UseOcclusion, Styles.enableOcclusion); if (m_UseOcclusion.boolValue) { EditorGUILayout.PropertyField(m_OcclusionRadius, Styles.occlusionRadius); ++EditorGUI.indentLevel; EditorGUILayout.PropertyField(m_SamplesCount, Styles.sampleCount); --EditorGUI.indentLevel; EditorGUILayout.PropertyField(m_OcclusionOffset, Styles.occlusionOffset); } EditorGUILayout.PropertyField(m_AllowOffScreen, Styles.allowOffScreen); if (EditorGUI.EndChangeCheck()) { m_LensFlareData.serializedObject.ApplyModifiedProperties(); } }