public bool Draw(MaterialEditor materialEditor, List <string> keywords, OceanMode mask) { if (autoDrawer.Drawers.Count == 0) { return(false); } if ((accessor.Mask & (int)mask) == 0) { return(false); } bool isExpanded = expandSave[expandedID] = EditorGUILayout.Foldout(expandSave[expandedID], displayName); if (isExpanded) { using (new EditorGUI.IndentLevelScope()) { autoDrawer.Draw(materialEditor, keywords, (int)mask); return(autoDrawer.IsKeywordChanged); } } else { autoDrawer.Extract(materialEditor, keywords, (int)mask); return(false); } }
public bool Draw(MaterialEditor materialEditor, List <string> keywords, OceanMode mask) { bool isExpanded = expandSave[IsExpanded] = EditorGUILayout.Foldout(expandSave[IsExpanded], nameof(OceanShaderOptions.Wave)); if (isExpanded) { using (new EditorGUI.IndentLevelScope()) { materialEditor.ShaderProperty(Texture, Texture.displayName); SliderRadian(WaveOptionsDrawData.UniformRadianDisplayName, UniformRadian, WaveOptionsDrawData.AngleLeftValue, WaveOptionsDrawData.AngleRightValue); if ((mask & OceanMode.Wave1) != 0) { DrawWaveOptions(materialEditor, WaveOptionsDrawData.Wave1Names[0], 2); DrawWaveHorizontalOffset(materialEditor, WaveOptionsDrawData.Wave1Names[1], 3); } else if ((mask & OceanMode.Wave2) != 0) { DrawWaveOptions(materialEditor, WaveOptionsDrawData.Wave2Names[0], 0); DrawWaveOptions(materialEditor, WaveOptionsDrawData.Wave2Names[1], 1); } else if ((mask & OceanMode.Wave3) != 0) { DrawWaveOptions(materialEditor, WaveOptionsDrawData.Wave4Names[0], 0); DrawWaveOptions(materialEditor, WaveOptionsDrawData.Wave4Names[1], 1); DrawWaveOptions(materialEditor, WaveOptionsDrawData.Wave4Names[2], 2); DrawWaveHorizontalOffset(materialEditor, WaveOptionsDrawData.Wave4Names[3], 3); } } } return(false); }
public void SetMode(OceanMode mode) { Debug.Log("SETTING OCEAN MODE TO " + mode.ToString()); mLastMode = mMode; mMode = mode; switch (mMode) { case OceanMode.Full: default: gameObject.SetLayerRecursively(Globals.LayerNumFluidTerrain); OceanWaterRenderer.enabled = true; OceanFloorRenderer.enabled = true; OceanOverlayRenderer.enabled = true; break; case OceanMode.Partial: gameObject.SetLayerRecursively(Globals.LayerNumScenery); OceanWaterRenderer.enabled = true; OceanFloorRenderer.enabled = true; OceanOverlayRenderer.enabled = true; break; case OceanMode.Disabled: gameObject.SetLayerRecursively(Globals.LayerNumHidden); OceanWaterRenderer.enabled = false; OceanFloorRenderer.enabled = false; OceanOverlayRenderer.enabled = false; break; } }