예제 #1
0
파일: Level.cs 프로젝트: lsoyul/projectYS
        bool InheritDependencies()
        {
            if (spectrumFilter)
            {
                return(true);
            }

            Transform parent = transform.parent;

            if (spectrumFilter == null)
            {
                spectrumFilter = GetComponent <SpectrumFilter>();
            }

            while (spectrumFilter == null)
            {
                if (parent != null)
                {
                    spectrumFilter = parent.GetComponent <SpectrumFilter>();

                    parent = parent.parent;
                }
                else
                {
                    break;
                }
            }

            return(spectrumFilter);
        }
예제 #2
0
        public override void OnInspectorGUI()
        {
            serializedObject.Update();

            SpectrumFilter spectrumFilter = (SpectrumFilter)target;

            SpectrumGUILayout.SpectrumField(spectrumFilter, 2.0f, -1.0f);

            EditorGUILayout.PropertyField(spectrumSource, new GUIContent("SpectrumSource", "The SpectrumSource to filter. If this is set to None, then it'll try to find a SpectrumSource at runtime by looking up through the hierarchy."));
            EditorGUILayout.PropertyField(eq, new GUIContent("EQ", "Allows the user to make finer adjustments to the spectrum."));
            EditorGUILayout.PropertyField(interpolationType, new GUIContent("Interpolation", "Sets whether the values in between levels ease in and out or are straight lines."));
            EditorGUILayout.PropertyField(scale, new GUIContent("Scale", "Scales all magnitudes equally for the given SpectrumSource"));
            EditorGUILayout.PropertyField(fallSpeed, new GUIContent("Fall Speed", "The time in seconds a level at maximum height will reach its minimum height."));
            EditorGUILayout.PropertyField(beatSensitivity, new GUIContent("Beat Sensitivity", "The percentage threshold that a level has to move to trigger a beat. 1 equals 100%"));

            // Update frequently while it's playing.
            if (EditorApplication.isPlaying || GUI.changed)
            {
                Repaint();
            }

            serializedObject.ApplyModifiedProperties();
        }