private void DrawImplementationProperties() { for (int i = 0; i < m_storyboardData.m_directorData.m_categories.Count; i++) { CinematographyTechniqueCategory category = m_storyboardData.m_directorData.m_categories[i]; for (int j = 0; j < category.m_techniques.Count; j++) { Editor editor = category.m_techniques[j].m_implementation.m_editor; EditorGUILayout.BeginVertical("GroupBox"); EditorGUILayout.LabelField(category.m_techniques[j].m_implementation.GetType().ToString(), m_resources.m_smallLabel); editor.serializedObject.Update(); SerializedProperty iterator = editor.serializedObject.GetIterator(); iterator.NextVisible(true); while (iterator.NextVisible(false)) { EditorGUILayout.PropertyField(iterator, true); } editor.serializedObject.ApplyModifiedProperties(); EditorGUILayout.EndVertical(); } } }
private void DrawDirectorProperties() { EditorGUILayout.BeginVertical("GroupBox"); EditorGUILayout.LabelField("Director Data", m_resources.m_smallLabel); EditorGUILayout.Space(5); if (GUILayout.Button("Calculate Distributions")) { CalculateDirectorDistributions(); } if (m_storyboardData.m_directorData != null && m_storyboardData.m_directorData != null) { StoryboardDirectorData dirData = m_storyboardData.m_directorData; EditorGUILayout.BeginVertical("GroupBox"); GUILayout.Label("Calculated Data", m_resources.m_miniBoldLabel); EditorGUILayout.Space(); GUIStyle labelstyle = new GUIStyle(); labelstyle.alignment = TextAnchor.MiddleLeft; labelstyle.normal.textColor = new Color(1, 1, 0, 1); for (int i = 0; i < m_storyboardData.m_directorData.m_categories.Count; i++) { CinematographyTechniqueCategory category = m_storyboardData.m_directorData.m_categories[i]; category.m_foldout = EditorGUILayout.Foldout(category.m_foldout, category.m_title); if (category.m_foldout) { for (int j = 0; j < category.m_techniques.Count; j++) { CinematographyTechnique techniqueData = category.m_techniques[j]; GUILayout.Label(" " + techniqueData.m_title, labelstyle); EditorGUILayout.BeginHorizontal(); GUILayout.Label("PD: " + techniqueData.m_probabilityDistribution.ToString()); GUILayout.FlexibleSpace(); GUILayout.Label("Pace: " + techniqueData.m_pace.ToString()); EditorGUILayout.EndHorizontal(); EditorGUILayout.BeginHorizontal(); GUILayout.Label("CD: " + techniqueData.m_classDistribution.ToString()); GUILayout.FlexibleSpace(); GUILayout.Label("Dram: " + techniqueData.m_dramatization.ToString()); EditorGUILayout.EndHorizontal(); } } } EditorGUILayout.EndVertical(); } EditorGUILayout.EndVertical(); }
private CinematographyTechnique GetTechnique(string categoryID, StoryboardNode previousNode, StoryboardNode node, StoryboardDirectorData dirData, DecisionTechniquePreference pref, float dramThresh, float paceThresh, bool useFX) { int selectedIndex = -1; int it = 0; CinematographyTechniqueCategory category = dirData.m_categories.Find(o => o.m_title.CompareTo(categoryID) == 0); List <CinematographyTechnique> dataList = new List <CinematographyTechnique>(category.m_techniques); CinematographyTechnique defaultTechnique = category.m_defaultTechnique; if (categoryID.CompareTo("FX") == 0 && !useFX) { return(dataList.Find(o => o.m_title.CompareTo("NoFX") == 0)); } // Eliminate some techniques from the data list based on the previous node's technique information if necessary. if (previousNode != null) { ApplyShotBasedRuleset(categoryID, ref dataList, previousNode); } // Eliminate some techniques based on the current node's categories. ApplyNodeBasedRuleset(categoryID, ref dataList, node); // After we've selected the closest random technique, compare it's dramatization & pace. while (it < m_iterationTimeout) { // Select technique. if (pref == DecisionTechniquePreference.ProbabilityDistribution) { selectedIndex = MathUtility.GetCumulativeDistribution(dataList.Select(o => o.m_probabilityDistribution).ToArray()); } else if (pref == DecisionTechniquePreference.ExponentialDistribution) { selectedIndex = MathUtility.GetCumulativeDistribution(dataList.Select(o => o.m_classDistribution).ToArray()); } if (selectedIndex != -1) { // Check dramatization & pace thresholds for the selected technique. CinematographyTechnique techniqueData = dataList[selectedIndex]; bool dramatizationChecks = dramThresh == 1.0f || (node.m_marker.m_dramatization > techniqueData.m_dramatization && node.m_marker.m_dramatization - techniqueData.m_dramatization < dramThresh); bool paceChecks = paceThresh == 1.0f || (node.m_marker.m_pace > techniqueData.m_pace && node.m_marker.m_pace - techniqueData.m_pace < dramThresh); if (dramatizationChecks && paceChecks) { return(techniqueData); } } it++; } dataList = null; return(defaultTechnique); }