public FlatFXSettings(FlatFXType type, int sectorCount, float lifetime, Easings.Functions easing, float randomizePosition, FlatFXState start, FlatFXState end) { this.type = type; this.sectorCount = sectorCount; this.lifetime = lifetime; this.easing = easing; this.randomizePosition = randomizePosition; this.start = start; this.end = end; }
public FlatFXParticle(FlatFXType type, float lifetime, int sectorCount, Easings.Functions easing, FlatFXState start, FlatFXState end) { this.type = type; this.lifetime = lifetime; this.sectorCount = sectorCount; this.easing = easing; this.start = start; this.end = end; this.createdTime = Time.time; }
void Start() { //Retrieving a reference to FlatFX object flatfx = GameObject.Find("FlatFX").GetComponent <FlatFX>(); //Retrieving a reference to the the camera cam = GetComponent <Camera>(); //Retrieving a number of defined effects maxEffect = FlatFXType.GetNames(typeof(FlatFXType)).Length; //Retrieving a reference to the text text = GameObject.Find("LabelText").GetComponent <Text>(); //Setting label to the effect which is currently selected UpdateLabel(); }
public override void OnInspectorGUI() { int labelWidth = 120; EditorGUIUtility.labelWidth = labelWidth + 4; //Export/Import presets EditorGUILayout.BeginHorizontal(); GUILayout.Label(new GUIContent("Manage presets", "Export settings for all effects to an external file or import them back"), GUILayout.Width(labelWidth)); if (GUILayout.Button(new GUIContent("Import...", "Import FlatFX settings tro a JSON file."))) { LoadSettings(); } if (GUILayout.Button(new GUIContent("Export...", "Export FlatFX settings from a previously exported JSON file."))) { SaveSettings(); } EditorGUILayout.EndHorizontal(); //Show particle count and triangle count EditorGUILayout.BeginHorizontal(); GUILayout.Box(new GUIContent("Effect count: " + script.particleCount.ToString()), EditorStyles.helpBox); GUILayout.Box(new GUIContent("Triangle count: " + script.triangleCount.ToString()), EditorStyles.helpBox); EditorGUILayout.EndHorizontal(); //FX toolbar string[] enumstrings = FlatFXType.GetNames(typeof(FlatFXType)); Texture[] buttons = new Texture[enumstrings.Length]; for (int i = 0; i < buttons.Length; i++) { buttons[i] = (Texture)Resources.Load("Icons/FX" + enumstrings[i]); } int switchState = GUILayout.Toolbar(script.selectedEffect, buttons, GUILayout.Height(28)); if (switchState != script.selectedEffect) { GUI.FocusControl(null); script.selectedEffect = switchState; } //Decide which settings to show and edit FlatFXSettings showSettings = script.settings[switchState]; //Sector count int sectorCount = EditorGUILayout.IntField(new GUIContent("Sector count", "Determines how many sectors the effect will have"), showSettings.sectorCount); if (sectorCount != showSettings.sectorCount) { Undo.RecordObject(script, "Edit settings"); showSettings.sectorCount = sectorCount; EditorUtility.SetDirty(script); } //Lifetime float lifetime = EditorGUILayout.FloatField(new GUIContent("Lifetime", "How long the effect will exist"), showSettings.lifetime); if (lifetime != showSettings.lifetime) { Undo.RecordObject(script, "Edit settings"); showSettings.lifetime = lifetime; EditorUtility.SetDirty(script); } //Easing function Easings.Functions easing = (Easings.Functions)EditorGUILayout.EnumPopup(new GUIContent("Easing function", "The function that specifies how this effect will be animated"), showSettings.easing); if (easing != showSettings.easing) { Undo.RecordObject(script, "Edit settings"); showSettings.easing = easing; EditorUtility.SetDirty(script); } //Randomize position float randomizePosition = EditorGUILayout.FloatField(new GUIContent("Randomize position", "Sets the max distance where the effect will appear"), showSettings.randomizePosition); if (randomizePosition != showSettings.randomizePosition) { Undo.RecordObject(script, "Edit settings"); showSettings.randomizePosition = randomizePosition; EditorUtility.SetDirty(script); } //Labels for start and end EditorGUILayout.BeginHorizontal(); GUILayout.Label(" ", GUILayout.Width(labelWidth)); GUILayout.Label(new GUIContent("Start:", "Starting conditions for the effect")); GUILayout.Label(new GUIContent("End:", "Final conditions for the effect")); EditorGUILayout.EndHorizontal(); //Size EditorGUILayout.BeginHorizontal(); GUILayout.Label(new GUIContent("Size:", "Sets both width and height of the effect"), GUILayout.Width(labelWidth)); float startSize = EditorGUILayout.FloatField(showSettings.start.size); if (startSize != showSettings.start.size) { Undo.RecordObject(script, "Edit settings"); showSettings.start.size = startSize; EditorUtility.SetDirty(script); } float endSize = EditorGUILayout.FloatField(showSettings.end.size); if (endSize != showSettings.end.size) { Undo.RecordObject(script, "Edit settings"); showSettings.end.size = endSize; EditorUtility.SetDirty(script); } EditorGUILayout.EndHorizontal(); //Thickness EditorGUILayout.BeginHorizontal(); GUILayout.Label(new GUIContent("Thickness:", "How much of the total size the effect will fill"), GUILayout.Width(labelWidth)); float startThickness = EditorGUILayout.FloatField(showSettings.start.thickness); if (startThickness != showSettings.start.thickness) { Undo.RecordObject(script, "Edit settings"); showSettings.start.thickness = startThickness; EditorUtility.SetDirty(script); } float endThickness = EditorGUILayout.FloatField(showSettings.end.thickness); if (endThickness != showSettings.end.thickness) { Undo.RecordObject(script, "Edit settings"); showSettings.end.thickness = endThickness; EditorUtility.SetDirty(script); } EditorGUILayout.EndHorizontal(); //Inner color EditorGUILayout.BeginHorizontal(); GUILayout.Label(new GUIContent("Inner color:", "Sets color for inner vertices"), GUILayout.Width(labelWidth)); Color startInnerColor = EditorGUILayout.ColorField(showSettings.start.innerColor); if (startInnerColor != showSettings.start.innerColor) { Undo.RecordObject(script, "Edit settings"); showSettings.start.innerColor = startInnerColor; EditorUtility.SetDirty(script); } Color endInnerColor = EditorGUILayout.ColorField(showSettings.end.innerColor); if (endInnerColor != showSettings.end.innerColor) { Undo.RecordObject(script, "Edit settings"); showSettings.end.innerColor = endInnerColor; EditorUtility.SetDirty(script); } EditorGUILayout.EndHorizontal(); //Outer color EditorGUILayout.BeginHorizontal(); GUILayout.Label(new GUIContent("Outer color:", "Sets color for outer vertices"), GUILayout.Width(labelWidth)); Color startOuterColor = EditorGUILayout.ColorField(showSettings.start.outerColor); if (startOuterColor != showSettings.start.outerColor) { Undo.RecordObject(script, "Edit settings"); showSettings.start.outerColor = startOuterColor; EditorUtility.SetDirty(script); } Color endOuterColor = EditorGUILayout.ColorField(showSettings.end.outerColor); if (endOuterColor != showSettings.end.outerColor) { Undo.RecordObject(script, "Edit settings"); showSettings.end.outerColor = endOuterColor; EditorUtility.SetDirty(script); } EditorGUILayout.EndHorizontal(); GUILayout.Space(10); //Test button EditorGUILayout.BeginHorizontal(); GUILayout.Box(new GUIContent("Effect #" + switchState.ToString() + ": " + enumstrings[switchState]), EditorStyles.helpBox, GUILayout.Width(labelWidth)); if (GUILayout.Button(new GUIContent("Test", "Add this effect to the scene. Keep in mind that framerate is lower when in edit mode. Hit play to test effects in proper framerate."))) { script.AddEffect(script.transform.position, switchState); } EditorGUILayout.EndHorizontal(); //Sprite sorting GUILayout.Space(10); //Get sorting layers int[] layerIDs = GetSortingLayerUniqueIDs(); string[] layerNames = GetSortingLayerNames(); //Get selected sorting layer int selected = -1; for (int i = 0; i < layerIDs.Length; i++) { if (layerIDs[i] == script.sortingLayer) { selected = i; } } //Select Default layer if no other is selected if (selected == -1) { for (int i = 0; i < layerIDs.Length; i++) { if (layerIDs[i] == 0) { selected = i; } } } //Sorting layer dropdown EditorGUI.BeginChangeCheck(); GUIContent[] dropdown = new GUIContent[layerNames.Length + 2]; for (int i = 0; i < layerNames.Length; i++) { dropdown[i] = new GUIContent(layerNames[i]); } dropdown[layerNames.Length] = new GUIContent(); dropdown[layerNames.Length + 1] = new GUIContent("Add Sorting Layer..."); selected = EditorGUILayout.Popup(new GUIContent("Sorting Layer", "Name of the Renderer's sorting layer"), selected, dropdown); if (EditorGUI.EndChangeCheck()) { Undo.RecordObject(script, "Change sorting layer"); if (selected == layerNames.Length + 1) { EditorApplication.ExecuteMenuItem("Edit/Project Settings/Tags and Layers"); } else { script.sortingLayer = layerIDs[selected]; } EditorUtility.SetDirty(script); } //Order in layer field EditorGUI.BeginChangeCheck(); int order = EditorGUILayout.IntField(new GUIContent("Order in Layer", "Renderer's order within a sorting layer"), script.orderInLayer); if (EditorGUI.EndChangeCheck()) { Undo.RecordObject(script, "Change order in layer"); script.orderInLayer = order; EditorUtility.SetDirty(script); } }