internal void OnGameStart() { // We have to wait a bit for the default Game Cameras to init SharedCoroutineStarter.instance.StartCoroutine(SEUtilities.DoAfter(0.1f, () => { Refresh(); })); }
protected void ReloadShaders() { _shaderAssetLoader.Reload(); SetupShaderList(); _shaderManager.RefreshCameraManager(); _shaderManager.ClearAllMaterials(); SetupActiveShaderStackList(); SEUtilities.UpdateScrollIndicator(customListTableData.tableView, scrollIndicator); }
public Sprite GetPreviewImage(ShaderEffectData sfx) { if (sfx == null || sfx.PreviewImage == null) { return(SEUtilities.GetDefaultShaderIcon()); } if (_spriteCache.TryGetValue(sfx.PreviewImage, out Sprite image)) { return(image); } return(Util.SEUtilities.GetDefaultShaderIcon()); }
protected void SetupShaderList() { customListTableData.data.Clear(); if (_spriteCache != null) { _spriteCache.Clear(); } else { _spriteCache = new Dictionary <Texture2D, Sprite>(); } _selection = -1; shadersCleared?.Invoke(); List <ShaderEffectData> sfxList = _shaderAssetLoader.ShaderEffectList; foreach (ShaderEffectData sfx in sfxList) { Sprite icon = SEUtilities.GetDefaultShaderIcon(); if (sfx.PreviewImage != null && _spriteCache.TryGetValue(sfx.PreviewImage, out Sprite image)) { icon = image; } else if (sfx.PreviewImage != null) { icon = Sprite.Create(sfx.PreviewImage, new Rect(0.0f, 0.0f, sfx.PreviewImage.width, sfx.PreviewImage.height), new Vector2(0.5f, 0.5f), 100.0f); _spriteCache.Add(sfx.PreviewImage, icon); } CustomListTableData.CustomCellInfo customCellInfo = new CustomListTableData.CustomCellInfo(sfx.Name, sfx.Author, icon); customListTableData.data.Add(customCellInfo); } customListTableData.tableView.ReloadData(); SEUtilities.UpdateScrollIndicator(customListTableData.tableView, scrollIndicator, true); }
protected void ScrollDown() => SEUtilities.ScrollTheScrollIndicator(false, customListTableData.tableView, scrollIndicator, _scrollIndicatorCoroutine);