public override void OnInspectorGUI() { HighlightEffect thisEffect = (HighlightEffect)target; bool isNotManager = thisEffect.GetComponent <HighlightManager> () == null; EditorGUILayout.Separator(); serializedObject.Update(); if (isNotManager) { EditorGUILayout.PropertyField(previewInEditor); } EditorGUILayout.Separator(); EditorGUILayout.LabelField("Highlight Options", EditorStyles.boldLabel); EditorGUI.BeginChangeCheck(); if (isNotManager) { EditorGUILayout.PropertyField(highlighted); } EditorGUILayout.PropertyField(overlay); EditorGUILayout.PropertyField(overlayColor); EditorGUILayout.PropertyField(overlayAnimationSpeed); EditorGUILayout.PropertyField(outlineColor); EditorGUILayout.PropertyField(outlineWidth); EditorGUILayout.PropertyField(glow); EditorGUILayout.PropertyField(glowWidth); EditorGUILayout.PropertyField(glowAnimationSpeed); EditorGUILayout.PropertyField(glowDithering); if (glowDithering.boolValue) { EditorGUILayout.PropertyField(glowMagicNumber1); EditorGUILayout.PropertyField(glowMagicNumber2); } EditorGUILayout.PropertyField(glowPasses, true); EditorGUILayout.Separator(); EditorGUILayout.LabelField("See-Through Options", EditorStyles.boldLabel); EditorGUILayout.PropertyField(seeThrough); EditorGUILayout.PropertyField(seeThroughIntensity); EditorGUILayout.PropertyField(seeThroughTintAlpha); EditorGUILayout.PropertyField(seeThroughTintColor); if (serializedObject.ApplyModifiedProperties()) { foreach (HighlightEffect effect in targets) { effect.Refresh(); } } HighlightEffect _effect = (HighlightEffect)target; if (_effect != null && _effect.previewInEditor) { EditorUtility.SetDirty(_effect); } }
public override void OnInspectorGUI() { bool isManager = thisEffect.GetComponent <HighlightManager>() != null; EditorGUILayout.Separator(); serializedObject.Update(); EditorGUILayout.BeginHorizontal(); HighlightProfile prevProfile = (HighlightProfile)profile.objectReferenceValue; EditorGUILayout.PropertyField(profile, new GUIContent("Profile", "Create or load stored presets.")); if (profile.objectReferenceValue != null) { if (prevProfile != profile.objectReferenceValue) { profileChanged = true; } EditorGUILayout.EndHorizontal(); EditorGUILayout.BeginHorizontal(); GUILayout.Label("", GUILayout.Width(EditorGUIUtility.labelWidth)); if (GUILayout.Button(new GUIContent("Create", "Creates a new profile which is a copy of the current settings."), GUILayout.Width(60))) { CreateProfile(); profileChanged = false; enableProfileApply = false; GUIUtility.ExitGUI(); return; } if (GUILayout.Button(new GUIContent("Load", "Updates settings with the profile configuration."), GUILayout.Width(60))) { profileChanged = true; } if (!enableProfileApply) { GUI.enabled = false; } if (GUILayout.Button(new GUIContent("Save", "Updates profile configuration with changes in this inspector."), GUILayout.Width(60))) { enableProfileApply = false; profileChanged = false; thisEffect.profile.Save(thisEffect); EditorUtility.SetDirty(thisEffect.profile); GUIUtility.ExitGUI(); return; } GUI.enabled = true; EditorGUILayout.EndHorizontal(); EditorGUILayout.PropertyField(profileSync, new GUIContent("Sync With Profile", "If disabled, profile settings will only be loaded when clicking 'Load' which allows you to customize settings after loading a profile and keep those changes.")); EditorGUILayout.BeginHorizontal(); } else { if (GUILayout.Button(new GUIContent("Create", "Creates a new profile which is a copy of the current settings."), GUILayout.Width(60))) { CreateProfile(); GUIUtility.ExitGUI(); return; } } EditorGUILayout.EndHorizontal(); if (isManager) { EditorGUILayout.HelpBox("These are default settings for highlighted objects. If the highlighted object already has a Highlight Effect component, those properties will be used.", MessageType.Info); } else { EditorGUILayout.PropertyField(previewInEditor); } EditorGUILayout.PropertyField(ignoreObjectVisibility); if (thisEffect.staticChildren) { EditorGUILayout.HelpBox("This GameObject or one of its children is marked as static. If highlight is not visible, add a MeshCollider to them.", MessageType.Warning); } EditorGUILayout.PropertyField(reflectionProbes); EditorGUILayout.Separator(); EditorGUILayout.BeginHorizontal(); EditorGUILayout.LabelField("Highlight Options", EditorStyles.boldLabel); if (GUILayout.Button("Help", GUILayout.Width(50))) { EditorUtility.DisplayDialog("Quick Help", "Move the mouse over a setting for a short description.\n\nVisit kronnect.com's forum for support, questions and more cool assets.\n\nIf you like Highlight Plus please rate it or leave a review on the Asset Store! Thanks.", "Ok"); } EditorGUILayout.EndHorizontal(); EditorGUI.BeginChangeCheck(); if (!isManager) { EditorGUILayout.PropertyField(ignore, new GUIContent("Ignore", "This object won't be highlighted.")); if (!ignore.boolValue) { EditorGUI.BeginChangeCheck(); EditorGUILayout.PropertyField(highlighted); if (EditorGUI.EndChangeCheck()) { foreach (HighlightEffect effect in targets) { effect.SetHighlighted(highlighted.boolValue); } } } } if (!ignore.boolValue) { EditorGUILayout.PropertyField(effectGroup, new GUIContent("Include", "Additional objects to highlight. Pro tip: when highlighting multiple objects at the same time include them in the same layer or under the same parent.")); if (effectGroup.intValue == (int)TargetOptions.Layer) { EditorGUI.indentLevel++; EditorGUILayout.PropertyField(effectGroupLayer, new GUIContent("Layer")); EditorGUI.indentLevel--; } EditorGUILayout.PropertyField(alphaCutOff, new GUIContent("Alpha Cut Off", "Only for semi-transparent objects. Leave this to zero for normal opaque objects.")); EditorGUILayout.PropertyField(cullBackFaces); EditorGUILayout.PropertyField(fadeInDuration); EditorGUILayout.PropertyField(fadeOutDuration); if ((PlayerSettings.virtualRealitySupported && ((outlineQuality.intValue == (int)QualityLevel.Highest && outline.floatValue > 0) || (glowQuality.intValue == (int)QualityLevel.Highest && glow.floatValue > 0)))) { EditorGUILayout.PropertyField(flipY, new GUIContent("Flip Y Fix", "Flips outline/glow effect to fix bug introduced in Unity 2019.1.0 when VR is enabled.")); } if (glowQuality.intValue != (int)QualityLevel.Highest || outlineQuality.intValue != (int)QualityLevel.Highest) { EditorGUILayout.PropertyField(constantWidth, new GUIContent("Constant Width", "Compensates outline/glow width with depth increase.")); } EditorGUILayout.Separator(); EditorGUILayout.LabelField("Effects", EditorStyles.boldLabel); EditorGUILayout.BeginVertical(GUI.skin.box); DrawSectionField(outline, "Outline", outline.floatValue > 0); EditorGUI.indentLevel++; EditorGUILayout.PropertyField(outlineWidth, new GUIContent("Width")); EditorGUILayout.PropertyField(outlineColor, new GUIContent("Color")); EditorGUILayout.PropertyField(outlineQuality, new GUIContent("Quality", "Default and High use a mesh displacement technique. Highest quality can provide best look and also performance depending on the complexity of mesh.")); CheckVRSupport(outlineQuality.intValue); if (outlineQuality.intValue == (int)QualityLevel.Highest) { EditorGUILayout.PropertyField(outlineDownsampling, new GUIContent("Downsampling")); } if (outlineQuality.intValue == (int)QualityLevel.Highest) { EditorGUILayout.PropertyField(outlineOptimalBlit, new GUIContent("Optimal Blit", "Blits result over a section of the screen instead of rendering to the full screen buffer.")); if (outlineOptimalBlit.boolValue) { EditorGUI.indentLevel++; EditorGUILayout.PropertyField(outlineBlitDebug, new GUIContent("Debug View", "Shows the blitting rectangle on the screen.")); if (outlineBlitDebug.boolValue && (!previewInEditor.boolValue || !highlighted.boolValue)) { EditorGUILayout.HelpBox("Enable \"Preview In Editor\" and \"Highlighted\" to display the outline Debug View.", MessageType.Warning); } EditorGUI.indentLevel--; } } GUI.enabled = outlineQuality.intValue != (int)QualityLevel.Highest || CheckForwardMSAA(); EditorGUILayout.PropertyField(outlineAlwaysOnTop, new GUIContent("Always On Top", "Shows outline on top of any occluding objects.")); GUI.enabled = true; EditorGUI.indentLevel--; EditorGUILayout.EndVertical(); EditorGUILayout.BeginVertical(GUI.skin.box); DrawSectionField(glow, "Outer Glow", glow.floatValue > 0); EditorGUI.indentLevel++; EditorGUILayout.PropertyField(glowWidth, new GUIContent("Width")); EditorGUILayout.PropertyField(glowQuality, new GUIContent("Quality", "Default and High use a mesh displacement technique. Highest quality can provide best look and also performance depending on the complexity of mesh.")); CheckVRSupport(glowQuality.intValue); if (glowQuality.intValue == (int)QualityLevel.Highest) { EditorGUILayout.PropertyField(glowDownsampling, new GUIContent("Downsampling")); EditorGUILayout.PropertyField(glowHQColor, new GUIContent("Color")); } EditorGUILayout.PropertyField(glowAnimationSpeed, new GUIContent("Animation Speed")); if (glowQuality.intValue == (int)QualityLevel.Highest) { EditorGUILayout.PropertyField(glowOptimalBlit, new GUIContent("Optimal Blit", "Blits result over a section of the screen instead of rendering to the full screen buffer.")); if (glowOptimalBlit.boolValue) { EditorGUI.indentLevel++; EditorGUILayout.PropertyField(glowBlitDebug, new GUIContent("Debug View", "Shows the blitting rectangle on the screen.")); if (glowBlitDebug.boolValue && (!previewInEditor.boolValue || !highlighted.boolValue)) { EditorGUILayout.HelpBox("Enable \"Preview In Editor\" and \"Highlighted\" to display the glow Debug View.", MessageType.Warning); } EditorGUI.indentLevel--; } GUI.enabled = glowQuality.intValue != (int)QualityLevel.Highest || CheckForwardMSAA(); EditorGUILayout.PropertyField(glowAlwaysOnTop, new GUIContent("Always On Top", "Shows outer glow on top of any occluding objects.")); GUI.enabled = true; } else { GUI.enabled = glowQuality.intValue != (int)QualityLevel.Highest || CheckForwardMSAA(); EditorGUILayout.PropertyField(glowAlwaysOnTop, new GUIContent("Always On Top", "Shows outer glow on top of any occluding objects.")); GUI.enabled = true; EditorGUILayout.PropertyField(glowDithering, new GUIContent("Dithering")); if (glowDithering.boolValue) { EditorGUI.indentLevel++; EditorGUILayout.PropertyField(glowMagicNumber1, new GUIContent("Magic Number 1")); EditorGUILayout.PropertyField(glowMagicNumber2, new GUIContent("Magic Number 2")); EditorGUI.indentLevel--; } EditorGUILayout.PropertyField(glowPasses, true); } EditorGUI.indentLevel--; EditorGUILayout.EndVertical(); EditorGUILayout.BeginVertical(GUI.skin.box); DrawSectionField(innerGlow, "Inner Glow", innerGlow.floatValue > 0); EditorGUI.indentLevel++; EditorGUILayout.PropertyField(innerGlowColor, new GUIContent("Color")); EditorGUILayout.PropertyField(innerGlowWidth, new GUIContent("Width")); EditorGUILayout.PropertyField(innerGlowAlwaysOnTop, new GUIContent("Always On Top", "Shows inner glow on top of any occluding objects.")); EditorGUI.indentLevel--; EditorGUILayout.EndVertical(); EditorGUILayout.BeginVertical(GUI.skin.box); DrawSectionField(overlay, "Overlay", overlay.floatValue > 0); if (overlay.floatValue < overlayMinIntensity.floatValue) { overlayMinIntensity.floatValue = overlay.floatValue; } EditorGUI.indentLevel++; EditorGUILayout.PropertyField(overlayColor, new GUIContent("Color")); EditorGUILayout.PropertyField(overlayBlending, new GUIContent("Blending")); EditorGUILayout.PropertyField(overlayMinIntensity, new GUIContent("Min Intensity")); if (overlayMinIntensity.floatValue > overlay.floatValue) { overlay.floatValue = overlayMinIntensity.floatValue; } EditorGUILayout.PropertyField(overlayAnimationSpeed, new GUIContent("Animation Speed")); EditorGUI.indentLevel--; EditorGUILayout.EndVertical(); EditorGUILayout.BeginVertical(GUI.skin.box); DrawSectionField(targetFX, "Target", targetFX.boolValue); EditorGUI.indentLevel++; EditorGUILayout.PropertyField(targetFXTexture, new GUIContent("Texture")); EditorGUILayout.PropertyField(targetFXColor, new GUIContent("Color")); EditorGUILayout.PropertyField(targetFXCenter, new GUIContent("Center", "Optionally assign a transform. Target will follow transform. If the object is skinned, you can also assign a bone to reflect currenct animation position.")); EditorGUILayout.PropertyField(targetFXRotationSpeed, new GUIContent("Rotation Speed")); EditorGUILayout.PropertyField(targetFXInitialScale, new GUIContent("Initial Scale")); EditorGUILayout.PropertyField(targetFXEndScale, new GUIContent("End Scale")); EditorGUILayout.PropertyField(targetFXTransitionDuration, new GUIContent("Transition Duration")); EditorGUILayout.PropertyField(targetFXStayDuration, new GUIContent("Stay Duration")); EditorGUI.indentLevel--; EditorGUILayout.EndVertical(); } EditorGUILayout.BeginVertical(GUI.skin.box); EditorGUILayout.PropertyField(seeThrough); if (isManager && seeThrough.intValue == (int)SeeThroughMode.AlwaysWhenOccluded) { EditorGUILayout.HelpBox("This option is not valid in Manager.\nTo make an object always visible add a Highlight Effect component to the gameobject and enable this option on the component.", MessageType.Error); } EditorGUI.indentLevel++; EditorGUILayout.PropertyField(seeThroughIntensity, new GUIContent("Intensity")); EditorGUILayout.PropertyField(seeThroughTintAlpha, new GUIContent("Alpha")); EditorGUILayout.PropertyField(seeThroughTintColor, new GUIContent("Color")); EditorGUI.indentLevel--; EditorGUILayout.EndVertical(); if (serializedObject.ApplyModifiedProperties() || profileChanged) { if (thisEffect.profile != null) { if (profileChanged) { thisEffect.profile.Load(thisEffect); profileChanged = false; enableProfileApply = false; } else { enableProfileApply = true; } } foreach (HighlightEffect effect in targets) { effect.Refresh(); } } if (thisEffect != null && thisEffect.previewInEditor) { EditorUtility.SetDirty(thisEffect); } }
public override void OnInspectorGUI() { EditorGUILayout.Separator(); // URP setup helpers pipe = GraphicsSettings.currentRenderPipeline as UniversalRenderPipelineAsset; if (pipe == null) { EditorGUILayout.HelpBox("You must assign the Universal Rendering Pipeline asset in Project Settings / Graphics. Then, add the Highlight Plus Scriptable Render Feature to the list of Renderer Features of the Forward Renderer.", MessageType.Error); if (GUILayout.Button("Watch Setup Video Tutorial")) { Application.OpenURL("https://youtu.be/OlCnEAcHJm0"); } return; } if (!HighlightPlusRenderPassFeature.installed) { EditorGUILayout.HelpBox("Highlight Plus Render Feature must be added to the list of features of the Forward Renderer in the Universal Rendering Pipeline asset.", MessageType.Warning); if (GUILayout.Button("Watch Setup Video Tutorial")) { Application.OpenURL("https://youtu.be/OlCnEAcHJm0"); } if (GUILayout.Button("Go to Universal Rendering Pipeline Asset")) { Selection.activeObject = pipe; } EditorGUILayout.Separator(); } bool isManager = thisEffect.GetComponent <HighlightManager>() != null; serializedObject.Update(); EditorGUILayout.BeginHorizontal(); HighlightProfile prevProfile = (HighlightProfile)profile.objectReferenceValue; EditorGUILayout.PropertyField(profile, new GUIContent("Profile", "Create or load stored presets.")); if (profile.objectReferenceValue != null) { if (prevProfile != profile.objectReferenceValue) { profileChanged = true; } EditorGUILayout.EndHorizontal(); EditorGUILayout.BeginHorizontal(); GUILayout.Label("", GUILayout.Width(EditorGUIUtility.labelWidth)); if (GUILayout.Button(new GUIContent("Create", "Creates a new profile which is a copy of the current settings."), GUILayout.Width(60))) { CreateProfile(); profileChanged = false; enableProfileApply = false; GUIUtility.ExitGUI(); return; } if (GUILayout.Button(new GUIContent("Load", "Updates settings with the profile configuration."), GUILayout.Width(60))) { profileChanged = true; } GUI.enabled = enableProfileApply; if (GUILayout.Button(new GUIContent("Save", "Updates profile configuration with changes in this inspector."), GUILayout.Width(60))) { enableProfileApply = false; profileChanged = false; thisEffect.profile.Save(thisEffect); EditorUtility.SetDirty(thisEffect.profile); GUIUtility.ExitGUI(); return; } GUI.enabled = true; if (GUILayout.Button(new GUIContent("Locate", "Finds the profile in the project"), GUILayout.Width(60))) { if (thisEffect.profile != null) { Selection.activeObject = thisEffect.profile; EditorGUIUtility.PingObject(thisEffect.profile); } } EditorGUILayout.EndHorizontal(); EditorGUILayout.PropertyField(profileSync, new GUIContent("Sync With Profile", "If disabled, profile settings will only be loaded when clicking 'Load' which allows you to customize settings after loading a profile and keep those changes.")); EditorGUILayout.BeginHorizontal(); } else { if (GUILayout.Button(new GUIContent("Create", "Creates a new profile which is a copy of the current settings."), GUILayout.Width(60))) { CreateProfile(); GUIUtility.ExitGUI(); return; } } EditorGUILayout.EndHorizontal(); if (isManager) { EditorGUILayout.HelpBox("These are default settings for highlighted objects. If the highlighted object already has a Highlight Effect component, those properties will be used.", MessageType.Info); } else { EditorGUILayout.PropertyField(previewInEditor); } EditorGUILayout.PropertyField(ignoreObjectVisibility); if (thisEffect.staticChildren) { EditorGUILayout.HelpBox("This GameObject or one of its children is marked as static. If highlight is not visible, add a MeshCollider to them.", MessageType.Warning); } EditorGUILayout.PropertyField(reflectionProbes); EditorGUILayout.PropertyField(normalsOption); EditorGUILayout.PropertyField(GPUInstancing); EditorGUILayout.Separator(); EditorGUILayout.BeginHorizontal(); EditorGUILayout.LabelField("Highlight Options", EditorStyles.boldLabel); if (GUILayout.Button("Help", GUILayout.Width(50))) { EditorUtility.DisplayDialog("Quick Help", "Move the mouse over a setting for a short description.\n\nVisit kronnect.com's forum for support, questions and more cool assets.\n\nIf you like Highlight Plus please rate it or leave a review on the Asset Store! Thanks.", "Ok"); } EditorGUILayout.EndHorizontal(); EditorGUI.BeginChangeCheck(); if (!isManager) { EditorGUILayout.PropertyField(ignore, new GUIContent("Ignore", "This object won't be highlighted.")); if (!ignore.boolValue) { EditorGUILayout.PropertyField(highlighted); } } if (!ignore.boolValue) { EditorGUILayout.PropertyField(effectGroup, new GUIContent("Include", "Additional objects to highlight. Pro tip: when highlighting multiple objects at the same time include them in the same layer or under the same parent.")); if (effectGroup.intValue == (int)TargetOptions.LayerInScene || effectGroup.intValue == (int)TargetOptions.LayerInChildren) { EditorGUI.indentLevel++; EditorGUILayout.PropertyField(effectGroupLayer, new GUIContent("Layer")); EditorGUI.indentLevel--; } if (effectGroup.intValue != (int)TargetOptions.OnlyThisObject && effectGroup.intValue != (int)TargetOptions.Scripting) { EditorGUI.indentLevel++; EditorGUILayout.PropertyField(effectNameFilter, new GUIContent("Object Name Filter")); EditorGUILayout.PropertyField(combineMeshes); EditorGUI.indentLevel--; } EditorGUILayout.PropertyField(alphaCutOff, new GUIContent("Alpha Cut Off", "Only for semi-transparent objects. Leave this to zero for normal opaque objects.")); EditorGUILayout.PropertyField(cullBackFaces); EditorGUILayout.PropertyField(fadeInDuration); EditorGUILayout.PropertyField(fadeOutDuration); if ((PlayerSettings.virtualRealitySupported && ((outlineQuality.intValue == (int)QualityLevel.Highest && outline.floatValue > 0) || (glowQuality.intValue == (int)QualityLevel.Highest && glow.floatValue > 0)))) { EditorGUILayout.PropertyField(flipY, new GUIContent("Flip Y Fix", "Flips outline/glow effect to fix bug introduced in Unity 2019.1.0 when VR is enabled.")); } if (glowQuality.intValue != (int)QualityLevel.Highest || outlineQuality.intValue != (int)QualityLevel.Highest) { EditorGUILayout.PropertyField(constantWidth, new GUIContent("Constant Width", "Compensates outline/glow width with depth increase.")); } EditorGUILayout.PropertyField(subMeshMask); EditorGUILayout.Separator(); EditorGUILayout.LabelField("Effects", EditorStyles.boldLabel); EditorGUILayout.BeginVertical(GUI.skin.box); DrawSectionField(outline, "Outline", outline.floatValue > 0); EditorGUI.indentLevel++; EditorGUILayout.PropertyField(outlineWidth, new GUIContent("Width")); EditorGUILayout.PropertyField(outlineColor, new GUIContent("Color")); EditorGUILayout.BeginHorizontal(); QualityPropertyField(outlineQuality); if (outlineQuality.intValue == (int)QualityLevel.Highest) { GUILayout.Label("(Screen-Space Effect)"); } else { GUILayout.Label("(Mesh-based Effect)"); } EditorGUILayout.EndHorizontal(); CheckVRSupport(outlineQuality.intValue); CheckDepthTextureSupport(outlineQuality.intValue); if (outlineQuality.intValue == (int)QualityLevel.Highest) { EditorGUILayout.PropertyField(outlineDownsampling, new GUIContent("Downsampling")); } if (outlineQuality.intValue == (int)QualityLevel.Highest) { EditorGUILayout.PropertyField(outlineBlitDebug, new GUIContent("Debug View", "Shows the blitting rectangle on the screen.")); if (!Application.isPlaying && outlineBlitDebug.boolValue && (!previewInEditor.boolValue || !highlighted.boolValue)) { EditorGUILayout.HelpBox("Enable \"Preview In Editor\" and \"Highlighted\" to display the outline Debug View.", MessageType.Warning); } } //GUI.enabled = outlineQuality.intValue != (int)QualityLevel.Highest || CheckForwardMSAA(); if (outlineQuality.intValue == (int)QualityLevel.Highest && (glow.floatValue > 0 && glowQuality.intValue == (int)QualityLevel.Highest)) { outlineVisibility.intValue = glowVisibility.intValue; } EditorGUILayout.PropertyField(outlineVisibility, new GUIContent("Visibility")); EditorGUILayout.PropertyField(outlineIndependent, new GUIContent("Independent", "Do not combine outline with other highlighted objects.")); GUI.enabled = true; EditorGUI.indentLevel--; EditorGUILayout.EndVertical(); EditorGUILayout.BeginVertical(GUI.skin.box); DrawSectionField(glow, "Outer Glow", glow.floatValue > 0); EditorGUI.indentLevel++; EditorGUILayout.PropertyField(glowWidth, new GUIContent("Width")); EditorGUILayout.BeginHorizontal(); QualityPropertyField(glowQuality); if (glowQuality.intValue == (int)QualityLevel.Highest) { GUILayout.Label("(Screen-Space Effect)"); } else { GUILayout.Label("(Mesh-based Effect)"); } EditorGUILayout.EndHorizontal(); CheckVRSupport(glowQuality.intValue); CheckDepthTextureSupport(glowQuality.intValue); if (glowQuality.intValue == (int)QualityLevel.Highest) { EditorGUILayout.PropertyField(glowDownsampling, new GUIContent("Downsampling")); EditorGUILayout.PropertyField(glowHQColor, new GUIContent("Color")); } EditorGUILayout.PropertyField(glowAnimationSpeed, new GUIContent("Animation Speed")); if (glowQuality.intValue == (int)QualityLevel.Highest) { EditorGUILayout.PropertyField(glowBlitDebug, new GUIContent("Debug View", "Shows the blitting rectangle on the screen.")); if (!Application.isPlaying && glowBlitDebug.boolValue && (!previewInEditor.boolValue || !highlighted.boolValue)) { EditorGUILayout.HelpBox("Enable \"Preview In Editor\" and \"Highlighted\" to display the glow Debug View.", MessageType.Warning); } EditorGUILayout.PropertyField(glowVisibility, new GUIContent("Visibility")); } else { EditorGUILayout.PropertyField(glowVisibility, new GUIContent("Visibility")); EditorGUILayout.PropertyField(glowDithering, new GUIContent("Dithering")); if (glowDithering.boolValue) { EditorGUI.indentLevel++; EditorGUILayout.PropertyField(glowMagicNumber1, new GUIContent("Magic Number 1")); EditorGUILayout.PropertyField(glowMagicNumber2, new GUIContent("Magic Number 2")); EditorGUI.indentLevel--; } EditorGUILayout.PropertyField(glowBlendPasses, new GUIContent("Blend Passes")); if (!glowBlendPasses.boolValue) { HighlightEffect ef = (HighlightEffect)target; if (ef.glowPasses != null) { for (int k = 0; k < ef.glowPasses.Length - 1; k++) { if (ef.glowPasses[k].offset > ef.glowPasses[k + 1].offset) { EditorGUILayout.HelpBox("Glow pass " + k + " has a greater offset than the next one. Reduce it to ensure the next glow pass is visible.", MessageType.Warning); } } } } EditorGUILayout.PropertyField(glowPasses, true); } EditorGUI.indentLevel--; EditorGUILayout.EndVertical(); EditorGUILayout.BeginVertical(GUI.skin.box); DrawSectionField(innerGlow, "Inner Glow", innerGlow.floatValue > 0); EditorGUI.indentLevel++; EditorGUILayout.PropertyField(innerGlowColor, new GUIContent("Color")); EditorGUILayout.PropertyField(innerGlowWidth, new GUIContent("Width")); EditorGUILayout.PropertyField(innerGlowVisibility, new GUIContent("Visibility")); EditorGUI.indentLevel--; EditorGUILayout.EndVertical(); EditorGUILayout.BeginVertical(GUI.skin.box); DrawSectionField(overlay, "Overlay", overlay.floatValue > 0); EditorGUI.indentLevel++; EditorGUILayout.PropertyField(overlayColor, new GUIContent("Color")); EditorGUILayout.PropertyField(overlayBlending, new GUIContent("Blending")); EditorGUILayout.PropertyField(overlayMinIntensity, new GUIContent("Min Intensity")); EditorGUILayout.PropertyField(overlayAnimationSpeed, new GUIContent("Animation Speed")); EditorGUI.indentLevel--; EditorGUILayout.EndVertical(); EditorGUILayout.BeginVertical(GUI.skin.box); DrawSectionField(targetFX, "Target", targetFX.boolValue); EditorGUI.indentLevel++; EditorGUILayout.PropertyField(targetFXTexture, new GUIContent("Texture", "The texture that contains the shape to be drawn over the highlighted object.")); EditorGUILayout.PropertyField(targetFXColor, new GUIContent("Color")); EditorGUILayout.PropertyField(targetFXCenter, new GUIContent("Center", "Optionally assign a transform. Target will follow transform. If the object is skinned, you can also assign a bone to reflect currenct animation position.")); EditorGUILayout.PropertyField(targetFXRotationSpeed, new GUIContent("Rotation Speed")); EditorGUILayout.PropertyField(targetFXInitialScale, new GUIContent("Initial Scale")); EditorGUILayout.PropertyField(targetFXEndScale, new GUIContent("End Scale")); EditorGUILayout.PropertyField(targetFXTransitionDuration, new GUIContent("Transition Duration")); EditorGUILayout.PropertyField(targetFXStayDuration, new GUIContent("Stay Duration")); EditorGUI.indentLevel--; EditorGUILayout.EndVertical(); } EditorGUILayout.BeginVertical(GUI.skin.box); EditorGUILayout.PropertyField(seeThrough); if (isManager && seeThrough.intValue == (int)SeeThroughMode.AlwaysWhenOccluded) { EditorGUILayout.HelpBox("This option is not valid in Manager.\nTo make an object always visible add a Highlight Effect component to the gameobject and enable this option on the component.", MessageType.Error); } EditorGUI.indentLevel++; EditorGUILayout.PropertyField(seeThroughIntensity, new GUIContent("Intensity")); EditorGUILayout.PropertyField(seeThroughTintColor, new GUIContent("Color")); EditorGUILayout.PropertyField(seeThroughTintAlpha, new GUIContent("Color Blend")); EditorGUILayout.PropertyField(seeThroughNoise, new GUIContent("Noise")); EditorGUILayout.PropertyField(seeThroughBorder, new GUIContent("Border When Hidden" + ((seeThroughBorder.floatValue > 0) ? " •" : ""))); EditorGUI.indentLevel++; EditorGUILayout.PropertyField(seeThroughBorderWidth, new GUIContent("Width")); EditorGUILayout.PropertyField(seeThroughBorderColor, new GUIContent("Color")); EditorGUI.indentLevel--; EditorGUILayout.EndVertical(); EditorGUILayout.BeginVertical(GUI.skin.box); EditorGUILayout.LabelField("Hit FX Sample"); if (!Application.isPlaying) { EditorGUILayout.HelpBox("Enter Play Mode to test this feature. In your code, call effect.HitFX() method to execute this hit effect.", MessageType.Info); } else { EditorGUI.indentLevel++; hitColor = EditorGUILayout.ColorField(new GUIContent("Color"), hitColor); hitDuration = EditorGUILayout.FloatField(new GUIContent("Duration"), hitDuration); hitMinIntensity = EditorGUILayout.Slider(new GUIContent("Min Intensity"), hitMinIntensity, 0, 1); if (GUILayout.Button("Execute Hit")) { thisEffect.HitFX(hitColor, hitDuration, hitMinIntensity); } EditorGUI.indentLevel--; } EditorGUILayout.EndVertical(); if (serializedObject.ApplyModifiedProperties() || profileChanged) { if (thisEffect.profile != null) { if (profileChanged) { thisEffect.profile.Load(thisEffect); profileChanged = false; enableProfileApply = false; } else { enableProfileApply = true; } } foreach (HighlightEffect effect in targets) { effect.Refresh(); } } }
public override void OnInspectorGUI () { bool isManager = thisEffect.GetComponent<HighlightManager> () != null; EditorGUILayout.Separator (); serializedObject.Update (); EditorGUILayout.BeginHorizontal (); HighlightProfile prevProfile = (HighlightProfile)profile.objectReferenceValue; EditorGUILayout.PropertyField (profile, new GUIContent ("Profile", "Create or load stored presets.")); if (profile.objectReferenceValue != null) { if (prevProfile != profile.objectReferenceValue) { profileChanged = true; } EditorGUILayout.EndHorizontal (); EditorGUILayout.BeginHorizontal (); GUILayout.Label ("", GUILayout.Width (EditorGUIUtility.labelWidth)); if (GUILayout.Button (new GUIContent ("Create", "Creates a new profile which is a copy of the current settings."), GUILayout.Width (60))) { CreateProfile (); profileChanged = false; enableProfileApply = false; GUIUtility.ExitGUI (); return; } if (GUILayout.Button (new GUIContent ("Load", "Updates fog settings with the profile configuration."), GUILayout.Width (60))) { profileChanged = true; } if (!enableProfileApply) GUI.enabled = false; if (GUILayout.Button (new GUIContent ("Save", "Updates profile configuration with changes in this inspector."), GUILayout.Width (60))) { enableProfileApply = false; profileChanged = false; thisEffect.profile.Save (thisEffect); EditorUtility.SetDirty (thisEffect.profile); GUIUtility.ExitGUI (); return; } GUI.enabled = true; EditorGUILayout.EndHorizontal (); EditorGUILayout.PropertyField (profileSync, new GUIContent ("Sync With Profile", "If disabled, profile settings will only be loaded when clicking 'Load' which allows you to customize settings after loading a profile and keep those changes.")); EditorGUILayout.BeginHorizontal (); } else { if (GUILayout.Button (new GUIContent ("Create", "Creates a new profile which is a copy of the current settings."), GUILayout.Width (60))) { CreateProfile (); GUIUtility.ExitGUI (); return; } } EditorGUILayout.EndHorizontal (); if (isManager) { EditorGUILayout.HelpBox ("These are default settings for highlighted objects. If the highlighted object already has a Highlight Effect component, those properties will be used.", MessageType.Info); } else { EditorGUILayout.PropertyField (previewInEditor); } EditorGUILayout.PropertyField (ignoreObjectVisibility); if (thisEffect.staticChildren) { EditorGUILayout.HelpBox ("This GameObject or one of its children is marked as static. If highlight is not visible, add a MeshCollider to them.", MessageType.Warning); } EditorGUILayout.Separator (); EditorGUILayout.LabelField ("Highlight Options", EditorStyles.boldLabel); EditorGUI.BeginChangeCheck (); if (!isManager) { EditorGUILayout.PropertyField (ignore, new GUIContent ("Ignore", "This object won't be highlighted.")); if (!ignore.boolValue) { EditorGUI.BeginChangeCheck (); EditorGUILayout.PropertyField (highlighted); if (EditorGUI.EndChangeCheck ()) { foreach (HighlightEffect effect in targets) { effect.SetHighlighted (highlighted.boolValue); } } } } if (!ignore.boolValue) { EditorGUILayout.PropertyField (fadeInDuration); EditorGUILayout.PropertyField (fadeOutDuration); DrawSectionField (overlay, "Overlay", overlay.floatValue > 0); if (overlay.floatValue < overlayMinIntensity.floatValue) { overlayMinIntensity.floatValue = overlay.floatValue; } EditorGUI.indentLevel++; EditorGUILayout.PropertyField (overlayColor, new GUIContent ("Color")); EditorGUILayout.PropertyField (overlayBlending, new GUIContent ("Blending")); EditorGUILayout.PropertyField (overlayMinIntensity, new GUIContent ("Min Intensity")); if (overlayMinIntensity.floatValue > overlay.floatValue) { overlay.floatValue = overlayMinIntensity.floatValue; } EditorGUILayout.PropertyField (overlayAnimationSpeed, new GUIContent ("Animation Speed")); EditorGUI.indentLevel--; DrawSectionField (outline, "Outline", outline.floatValue > 0); EditorGUI.indentLevel++; EditorGUILayout.PropertyField (outlineWidth, new GUIContent ("Width")); EditorGUILayout.PropertyField (outlineColor, new GUIContent ("Color")); EditorGUILayout.PropertyField (outlineHQ, new GUIContent ("HQ", "Additional passes to create a better outline on certain shapes.")); EditorGUILayout.PropertyField (outlineAlwaysOnTop, new GUIContent ("Always On Top", "Shows outline on top of any occluding objects.")); EditorGUILayout.PropertyField (outlineCullBackFaces, new GUIContent ("Cull Back Faces", "Do not render back facing triangles.")); EditorGUI.indentLevel--; DrawSectionField (innerGlow, "Inner Glow", innerGlow.floatValue > 0); EditorGUI.indentLevel++; EditorGUILayout.PropertyField (innerGlowColor, new GUIContent ("Color")); EditorGUILayout.PropertyField (innerGlowWidth, new GUIContent ("Width")); EditorGUILayout.PropertyField (innerGlowAlwaysOnTop, new GUIContent ("Always On Top", "Shows inner glow on top of any occluding objects.")); EditorGUI.indentLevel--; DrawSectionField (glow, "Outer Glow", glow.floatValue > 0); EditorGUI.indentLevel++; EditorGUILayout.PropertyField (glowWidth, new GUIContent ("Width")); EditorGUILayout.PropertyField (glowHQ, new GUIContent ("HQ", "Additional passes to create a better glow on certain shapes.")); EditorGUILayout.PropertyField (glowAnimationSpeed, new GUIContent ("Animation Speed")); EditorGUILayout.PropertyField (glowDithering, new GUIContent ("Dithering")); if (glowDithering.boolValue) { EditorGUI.indentLevel++; EditorGUILayout.PropertyField (glowMagicNumber1, new GUIContent ("Magic Number 1")); EditorGUILayout.PropertyField (glowMagicNumber2, new GUIContent ("Magic Number 2")); EditorGUI.indentLevel--; } EditorGUILayout.PropertyField (glowAlwaysOnTop, new GUIContent ("Always On Top", "Shows outer glow on top of any occluding objects.")); EditorGUILayout.PropertyField (glowCullBackFaces, new GUIContent ("Cull Back Faces", "Do not render back facing triangles.")); EditorGUILayout.PropertyField (glowPasses, true); EditorGUI.indentLevel--; DrawSectionField (targetFX, "Target", targetFX.boolValue); EditorGUI.indentLevel++; EditorGUILayout.PropertyField (targetFXTexture, new GUIContent ("Texture")); EditorGUILayout.PropertyField (targetFXColor, new GUIContent ("Color")); EditorGUILayout.PropertyField (targetFXCenter, new GUIContent ("Center", "Optionally assign a transform. Target will follow transform. If the object is skinned, you can also assign a bone to reflect currenct animation position.")); EditorGUILayout.PropertyField (targetFXRotationSpeed, new GUIContent ("Rotation Speed")); EditorGUILayout.PropertyField (targetFXInitialScale, new GUIContent ("Initial Scale")); EditorGUILayout.PropertyField (targetFXEndScale, new GUIContent ("End Scale")); EditorGUILayout.PropertyField (targetFXTransitionDuration, new GUIContent ("Transition Duration")); EditorGUILayout.PropertyField (targetFXStayDuration, new GUIContent ("Stay Duration")); EditorGUI.indentLevel--; } EditorGUILayout.Separator (); EditorGUILayout.LabelField ("See-Through Options", EditorStyles.boldLabel); EditorGUILayout.PropertyField (seeThrough); if (isManager && seeThrough.intValue == (int)SeeThroughMode.AlwaysWhenOccluded) { EditorGUILayout.HelpBox ("This option is not valid in Manager.\nTo make an object always visible add a Highlight Effect component to the gameobject and enable this option on the component.", MessageType.Error); } EditorGUI.indentLevel++; EditorGUILayout.PropertyField (seeThroughIntensity, new GUIContent ("Intensity")); EditorGUILayout.PropertyField (seeThroughTintAlpha, new GUIContent ("Alpha")); EditorGUILayout.PropertyField (seeThroughTintColor, new GUIContent ("Color")); EditorGUI.indentLevel--; if (serializedObject.ApplyModifiedProperties () || profileChanged) { if (thisEffect.profile != null) { if (profileChanged) { thisEffect.profile.Load (thisEffect); profileChanged = false; enableProfileApply = false; } else { enableProfileApply = true; } } foreach (HighlightEffect effect in targets) { effect.Refresh (); } } HighlightEffect _effect = (HighlightEffect)target; if (_effect != null && _effect.previewInEditor) { EditorUtility.SetDirty (_effect); } }