public static CreateGameObjectWithHideFlags ( string name, HideFlags flags ) : |
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name | string | |
flags | HideFlags | |
return |
protected static GameObject CreateLight() { GameObject lightGO = EditorUtility.CreateGameObjectWithHideFlags("PreRenderLight", HideFlags.HideAndDontSave, typeof(Light)); var light = lightGO.GetComponent <Light>(); light.type = LightType.Directional; light.intensity = 1.0f; light.enabled = false; return(lightGO); }
protected static GameObject CreateLight() { GameObject gameObject = EditorUtility.CreateGameObjectWithHideFlags("PreRenderLight", HideFlags.HideAndDontSave, new Type[] { typeof(Light) }); Light component = gameObject.GetComponent <Light>(); component.type = LightType.Directional; component.intensity = 1f; component.enabled = false; return(gameObject); }
private void CreatePreviewBrush() { this.m_BrushProjector = EditorUtility.CreateGameObjectWithHideFlags("TerrainInspectorBrushPreview", HideFlags.HideAndDontSave, typeof(Projector)).GetComponent(typeof(Projector)) as Projector; this.m_BrushProjector.enabled = false; this.m_BrushProjector.nearClipPlane = -1000f; this.m_BrushProjector.farClipPlane = 1000f; this.m_BrushProjector.orthographic = true; this.m_BrushProjector.orthographicSize = 10f; this.m_BrushProjector.transform.Rotate(90f, 0.0f, 0.0f); Material material = EditorGUIUtility.LoadRequired("SceneView/TerrainBrushMaterial.mat") as Material; material.SetTexture("_CutoutTex", (Texture)EditorGUIUtility.Load(EditorResourcesUtility.brushesPath + "brush_cutout.png")); this.m_BrushProjector.material = material; this.m_BrushProjector.enabled = false; }
public override void OnCreated() { Selection.selectionChanged += OnSelectionChanged; if (!EditorApplication.isPlaying && EditorApplication.isPlayingOrWillChangePlaymode) { EditorApplication.playModeStateChanged += OnPlayModeStateChanged; } m_PreviewCamera = EditorUtility.CreateGameObjectWithHideFlags("Preview Camera", HideFlags.HideAndDontSave, typeof(Camera), typeof(Skybox)).GetComponent <Camera>(); m_PreviewCamera.enabled = false; OnSelectionChanged(); }
public PreviewScene(string sceneName) { this.m_Scene = EditorSceneManager.NewPreviewScene(); this.m_Scene.name = sceneName; GameObject gameObject = EditorUtility.CreateGameObjectWithHideFlags("Preview Scene Camera", HideFlags.HideAndDontSave, new Type[] { typeof(Camera) }); this.AddGameObject(gameObject); this.m_Camera = gameObject.GetComponent <Camera>(); this.camera.cameraType = CameraType.Preview; this.camera.enabled = false; this.camera.clearFlags = CameraClearFlags.Depth; this.camera.fieldOfView = 15f; this.camera.farClipPlane = 10f; this.camera.nearClipPlane = 2f; this.camera.renderingPath = RenderingPath.Forward; this.camera.useOcclusionCulling = false; this.camera.scene = this.m_Scene; }
public PreviewScene(string sceneName) { m_Scene = EditorSceneManager.NewPreviewScene(); m_Scene.name = sceneName; var camGO = EditorUtility.CreateGameObjectWithHideFlags("Preview Scene Camera", HideFlags.HideAndDontSave, typeof(Camera)); AddGameObject(camGO); m_Camera = camGO.GetComponent <Camera>(); camera.cameraType = CameraType.Preview; camera.enabled = false; camera.clearFlags = CameraClearFlags.Depth; camera.fieldOfView = 15; camera.farClipPlane = 10.0f; camera.nearClipPlane = 2.0f; // Explicitly use forward rendering for all previews // (deferred fails when generating some static previews at editor launch; and we never want // vertex lit previews if that is chosen in the player settings) camera.renderingPath = RenderingPath.Forward; camera.useOcclusionCulling = false; camera.scene = m_Scene; }
public PreviewRenderUtility(bool renderFullScene) { GameObject gameObject = EditorUtility.CreateGameObjectWithHideFlags("PreRenderCamera", HideFlags.HideAndDontSave, new Type[] { typeof(Camera) }); this.m_Camera = gameObject.GetComponent <Camera>(); this.m_Camera.cameraType = CameraType.Preview; this.m_Camera.fieldOfView = this.m_CameraFieldOfView; this.m_Camera.enabled = false; this.m_Camera.clearFlags = CameraClearFlags.Depth; this.m_Camera.farClipPlane = 10f; this.m_Camera.nearClipPlane = 2f; this.m_Camera.backgroundColor = new Color(0.192156866f, 0.192156866f, 0.192156866f, 1f); this.m_Camera.renderingPath = RenderingPath.Forward; this.m_Camera.useOcclusionCulling = false; if (!renderFullScene) { Handles.SetCameraOnlyDrawMesh(this.m_Camera); } for (int i = 0; i < 2; i++) { GameObject gameObject2 = EditorUtility.CreateGameObjectWithHideFlags("PreRenderLight", HideFlags.HideAndDontSave, new Type[] { typeof(Light) }); this.m_Light[i] = gameObject2.GetComponent <Light>(); this.m_Light[i].type = LightType.Directional; this.m_Light[i].intensity = 1f; this.m_Light[i].enabled = false; } this.m_Light[0].color = SceneView.kSceneViewFrontLight; this.m_Light[1].transform.rotation = Quaternion.Euler(340f, 218f, 177f); this.m_Light[1].color = new Color(0.4f, 0.4f, 0.45f, 0f) * 0.7f; }