void RefreshEffectListEditor(PostProcessProfile asset) { if (m_EffectList == null) m_EffectList = new EffectListEditor(this); m_EffectList.Clear(); if (asset != null) m_EffectList.Init(asset, new SerializedObject(asset)); }
void OnEnable() { Texture textue = Resources.Load("PostProcessLayer") as Texture; m_ProfileLabel = new GUIContent("Profile", textue, "A reference to a profile asset"); m_FocusTracksTarget = FindProperty(x => x.m_FocusTracksTarget); m_FocusOffset = FindProperty(x => x.m_FocusOffset); m_Profile = FindProperty(x => x.m_Profile); m_EffectList = new EffectListEditor(this); RefreshEffectListEditor(Target.m_Profile); }
void OnEnable() { Texture texture = AssetDatabase.LoadAssetAtPath <Texture>( Cinemachine.Editor.ScriptableObjectUtility.CinemachineRealativeInstallPath + "/Editor/EditorResources/PostProcessLayer.png"); m_ProfileLabel = new GUIContent("Profile", texture, "A reference to a profile asset"); m_FocusTracking = FindProperty(x => x.m_FocusTracking); m_Profile = FindProperty(x => x.m_Profile); m_EffectList = new EffectListEditor(this); RefreshEffectListEditor(Target.m_Profile); }