예제 #1
0
 public override void Draw()
 {
     GUILayout.BeginVertical();
     GUILayout.Label("Value:");
     _value = EditorGUILayout.FloatField(_value);
     GUILayout.EndVertical();
 }
예제 #2
0
		public override void Draw()
		{
			GUILayout.BeginVertical();
			GUILayout.Label( "Value:" );
			_value = EditorGUILayout.FloatField( _value );
			GUILayout.EndVertical();
		}
예제 #3
0
        public void Initialize()
        {
            _shaderName     = _shaderName ?? "MyShader";
            _shaderFallback = _shaderFallback ?? "Diffuse";

            //Fog settings
            _fogModeOverride    = _fogModeOverride ?? false;
            _fogColorOverride   = _fogColorOverride ?? false;
            _fogColor           = _fogColor ?? new Color(1.0f, 1.0f, 1.0f, 1.0f);
            _fogDensityOverride = _fogDensityOverride ?? false;
            _fogDensity         = _fogDensity ?? 0.5f;
            _fogNearLinear      = _fogNearLinear ?? 0.0f;
            _fogFarLinear       = _fogFarLinear ?? 1.0f;

            //RenderType
            _renderTypeCustom = _renderTypeCustom ?? new EditorString();

            _queueAdjust      = _queueAdjust ?? 0;
            _enableLOD        = _enableLOD ?? false;
            _lod              = _lod ?? 100;
            _ignoreProjectors = _ignoreProjectors ?? false;

            //ColorMask
            _colorMaskR = _colorMaskR ?? true;
            _colorMaskG = _colorMaskG ?? true;
            _colorMaskB = _colorMaskB ?? true;
            _colorMaskA = _colorMaskA ?? true;

            _dualForward        = _dualForward ?? false;
            _fullForwardShadows = _fullForwardShadows ?? false;
            _softVegetation     = _softVegetation ?? false;
            _noAmbient          = _noAmbient ?? false;
            _noLightmap         = _noLightmap ?? false;
            _approxview         = _approxview ?? false;
            _halfasview         = _halfasview ?? false;
            _noForwardAdd       = _noForwardAdd ?? false;
            _addShadow          = _addShadow ?? false;
        }
예제 #4
0
		public void Initialize()
		{
			_shaderName = _shaderName ?? "";
			_shaderFallback = _shaderFallback ?? "Diffuse";
			
			//Fog settings
			_fogModeOverride = _fogModeOverride ?? false;
			_fogColorOverride = _fogColorOverride ?? false;
			_fogColor = _fogColor ?? new Color( 1.0f, 1.0f, 1.0f, 1.0f);
			_fogDensityOverride = _fogDensityOverride ?? false;
			_fogDensity = _fogDensity ?? 0.5f;
			_fogNearLinear = _fogNearLinear ?? 0.0f;
			_fogFarLinear = _fogFarLinear ?? 1.0f;
			
			//RenderType
			_renderTypeCustom = _renderTypeCustom ?? new EditorString();
			
			_queueAdjust = _queueAdjust ?? 0;
			_enableLOD = _enableLOD ?? false;
			_lod = _lod ?? 100;
			_ignoreProjectors = _ignoreProjectors ?? false;
			
			//ColorMask
			_colorMaskR = _colorMaskR ?? true;
			_colorMaskG = _colorMaskG ?? true;
			_colorMaskB = _colorMaskB ?? true;
			_colorMaskA = _colorMaskA ?? true;
			
			_dualForward = _dualForward ?? false;
			_fullForwardShadows = _fullForwardShadows ?? false;
			_softVegetation = _softVegetation ?? false;
			_noAmbient = _noAmbient ?? false;
			_noLightmap = _noLightmap ?? false;
			_approxview = _approxview ?? false;
			_halfasview = _halfasview ?? false;
			_noForwardAdd = _noForwardAdd ?? false;
			_addShadow = _addShadow ?? false;
		}
예제 #5
0
파일: FloatNode.cs 프로젝트: yyzreal/SSE
 protected override void RemoveObsoleteInputConfig()
 {
     _inputName  = null;
     _floatValue = null;
 }
예제 #6
0
파일: FloatNode.cs 프로젝트: keijiro/SSE
 protected override void RemoveObsoleteInputConfig()
 {
     _inputName = null;
     _floatValue = null;
 }
예제 #7
0
 public override sealed void Initialize()
 {
     _floatValue = _floatValue ?? new EditorFloat();
     _constValue = _constValue ?? new Float4OutputChannel( 0, "Value" );
     _constValue.DisplayName = "Value";
 }
예제 #8
0
		public override void Initialize ()
		{
			base.Initialize ();
			_value = _value ?? new EditorFloat();
		}
예제 #9
0
 public override sealed void Initialize()
 {
     _floatValue             = _floatValue ?? new EditorFloat();
     _constValue             = _constValue ?? new Float4OutputChannel(0, "Value");
     _constValue.DisplayName = "Value";
 }
예제 #10
0
 public override void Initialize()
 {
     base.Initialize();
     _value = _value ?? new EditorFloat();
 }