public override void OnInspectorGUI() { myTarget = (ShadowEffect)target; EditorUtility.SetDirty(myTarget); myTarget.SetPosition(); myTarget.RestartShadow(); GUILayout.Label("Wysokość obiektu"); myTarget.objectHeight = EditorGUILayout.Slider(myTarget.objectHeight, 0.05f, 0.15f); GUILayout.Label("Moc cienia obiektu"); myTarget.shadowIntensity = (int)EditorGUILayout.Slider(myTarget.shadowIntensity, 0, 255); myTarget.shadowScale = EditorGUILayout.Vector3Field("", myTarget.shadowScale); myTarget.shadow.transform.localScale = myTarget.shadowScale; myTarget.shadow = (GameObject)EditorGUILayout.ObjectField(myTarget.shadow, typeof(GameObject), true); }
/// <summary> /// Ustawia tekstury czołgu, jeśli nie podasz TankCapTexture to znaczy że dany czołg go nieposiada /// </summary> /// <param name="hullTexture">textura kadłuba czołgu</param> /// <param name="turretTexture">textura wieży lub lufy czołgu</param> /// <param name="turretCapTexture">textura zakrycia połączenia lufy z kadłubem u niszczycieli</param> /// <param name="hullLayer">order in layer hullTexture</param> /// <param name="turretLayer">order in layer turretTexture</param> /// <param name="turretCapLayer">order in layer turretCapTexture</param> void SetTankTexture(Sprite hullTexture, Sprite turretTexture = null, Sprite turretCapTexture = null, int hullLayer = 12, int turretLayer = 14, int turretCapLayer = 15) { hull.GetComponent <SpriteRenderer>().sprite = hullTexture; hull.GetComponent <SpriteRenderer>().sortingOrder = hullLayer; if (turretTexture != null) { turret.GetComponent <SpriteRenderer>().sprite = turretTexture; turret.GetComponent <SpriteRenderer>().sortingOrder = turretLayer; } if (turretCapTexture != null) { turretCap.GetComponent <SpriteRenderer>().sprite = turretCapTexture; turretCap.GetComponent <SpriteRenderer>().sortingOrder = turretCapLayer; } myShadow.RestartShadow(); }