public override void NodeGUI() { height = 180f; GUILayout.Label("Reward giver ID:"); rewardGiverID = GUILayout.TextField(rewardGiverID, GUILayout.Width(200f)); if (WorldCreatorCursor.instance != null) { if (GUILayout.Button("Select", GUILayout.ExpandWidth(false))) { WorldCreatorCursor.selectEntity += SetEntityID; WorldCreatorCursor.instance.EntitySelection(); } } GUILayout.Label("Reward text:"); rewardText = GUILayout.TextArea(rewardText, GUILayout.ExpandHeight(false), GUILayout.Width(200f)); height += GUI.skin.textArea.CalcHeight(new GUIContent(rewardText), 200f); GUILayout.Label("Text Color:"); float r, g, b; GUILayout.BeginHorizontal(); r = RTEditorGUI.FloatField(textColor.r); g = RTEditorGUI.FloatField(textColor.g); b = RTEditorGUI.FloatField(textColor.b); GUILayout.EndHorizontal(); textColor = new Color(r, g, b); }
public override void NodeGUI() { base.NodeGUI(); GUILayout.BeginHorizontal(); GUILayout.BeginVertical(); GUILayout.Label("octaves:"); GUILayout.Label("frequency:"); GUILayout.Label("amplitude:"); GUILayout.EndVertical(); GUILayout.BeginVertical(); octaves = RTEditorGUI.IntField(octaves); frequency = RTEditorGUI.FloatField(frequency); amplitude = RTEditorGUI.FloatField(amplitude); GUILayout.EndVertical(); GUILayout.EndHorizontal(); noiseFunction = noiseGUI.Display(); if (GUI.changed || noiseGUI.changed) { fractalNoise = new FractalNoise(noiseFunction, octaves, frequency, amplitude); noiseDesc = noiseGUI.noiseDesc(); NodeEditor.curNodeCanvas.OnNodeChange(this); } }
public override void NodeGUI() { GUILayout.Space(5); GUILayout.BeginVertical("Box"); waitUntilFinished = RTEditorGUI.Toggle(waitUntilFinished, new GUIContent("Wait While Playing")); character = RTEditorGUI.TextField(new GUIContent("Character", "The character to be moved. Should have an EntityController in-scene. " + DialogStartNode.extenalDependencyTooltip), character); destination = RTEditorGUI.TextField(new GUIContent("Destination Object", "The object to move to." + DialogStartNode.extenalDependencyTooltip), destination); speed = RTEditorGUI.FloatField("Speed", speed); GUILayout.BeginHorizontal(); GUILayout.Label(new GUIContent("X Leniency")); xLeniency.min = RTEditorGUI.FloatField(xLeniency.min, GUILayout.Width(58)); GUILayout.Space(2); xLeniency.max = RTEditorGUI.FloatField(xLeniency.max, GUILayout.Width(58)); GUILayout.EndHorizontal(); GUILayout.BeginHorizontal(); GUILayout.Label(new GUIContent("Y Leniency")); yLeniency.min = RTEditorGUI.FloatField(yLeniency.min, GUILayout.Width(58)); GUILayout.Space(2); yLeniency.max = RTEditorGUI.FloatField(yLeniency.max, GUILayout.Width(58)); GUILayout.EndHorizontal(); endFacing = (Direction)RTEditorGUI.EnumPopup("End Facing", endFacing); GUILayout.EndVertical(); //Don't know why this code needs to be here exactly, but it makes everything nicer? maybe add to some static stuff? GUILayout.BeginHorizontal(); RTEditorGUI.labelWidth = 50; GUILayout.EndHorizontal(); }
public override void NodeGUI() { base.NodeGUI(); GUILayout.BeginHorizontal(); GUILayout.BeginVertical(); // First input if (thresholdConnection.connected()) { GUILayout.Label(thresholdConnection.name); } else { threshold = RTEditorGUI.FloatField(GUIContent.none, threshold); } thresholdConnection.SetPosition(); GUILayout.EndVertical(); GUILayout.EndHorizontal(); if (GUI.changed) { NodeEditor.curNodeCanvas.OnNodeChange(this); } }
public override void NodeGUI() { GUILayout.BeginHorizontal(); GUILayout.BeginVertical(); controlSignalKnob.DisplayLayout(); useRange = RTEditorGUI.Toggle(useRange, "Use range"); if (useRange) { min = RTEditorGUI.FloatField("Min", min); max = RTEditorGUI.FloatField("Max", max); FloatKnobOrSlider(ref sensitivity, min, max, sensitivityKnob); } else { sensitivityKnob.DisplayLayout(); } GUILayout.EndVertical(); GUILayout.FlexibleSpace(); GUILayout.Label(string.Format("Value: {0:0.0000}", latchedValue)); outputSignalKnob.DisplayLayout(); GUILayout.EndHorizontal(); if (GUI.changed) { NodeEditor.curNodeCanvas.OnNodeChange(this); } }
public override void NodeGUI() { GUILayout.BeginHorizontal(); GUILayout.BeginVertical(); input.DisplayLayout(); GUILayout.BeginHorizontal(); GUILayout.Label(surfaceConnection.name); if (!surfaceConnection.connected()) { surface = RTEditorGUI.FloatField(GUIContent.none, surface); } surfaceConnection.SetPosition(); GUILayout.EndHorizontal(); GUILayout.EndVertical(); GUILayout.EndHorizontal(); RTEditorGUI.EnumPopup(new GUIContent("Generation", "The type of Vertex generation"), mode, m => { if (mode != m) { mode = m; NodeEditor.curNodeCanvas.OnNodeChange(this); } }); if (GUI.changed) { NodeEditor.curNodeCanvas.OnNodeChange(this); } }
protected override void NodeGUIProperties() { GUILayout.BeginVertical(); Value = RTEditorGUI.FloatField(new GUIContent("Value", "Constant Value"), Value); GUILayout.EndVertical(); }
protected override void NodeGUIProperties() { GUILayout.BeginVertical(); Frequency = RTEditorGUI.FloatField(new GUIContent("Frequency", "Frequency of the first octave"), Frequency); GUILayout.EndVertical(); }
public override void NodeGUI() { value = RTEditorGUI.FloatField(new GUIContent("Value", "The input value of type float"), value); outputKnob.SetPosition(); if (GUI.changed) { NodeEditor.curNodeCanvas.OnNodeChange(this); } }
protected internal override void NodeGUI() { value = RTEditorGUI.FloatField(new GUIContent("Value", "The input value of type float"), value); OutputKnob(0); if (GUI.changed) { NodeEditor.RecalculateFrom(this); } }
protected override void NodeGUIProperties() { using (var horizontalScope = new GUILayout.HorizontalScope("box")) { GUILayout.FlexibleSpace(); const float sz = 70.0f; _min = RTEditorGUI.FloatField("Min", _min, GUILayout.Width(sz)); _max = RTEditorGUI.FloatField("Max", _max, GUILayout.Width(sz)); GUILayout.FlexibleSpace(); } }
protected override void NodeGUIProperties() { GUILayout.BeginVertical(); Displacement = RTEditorGUI.FloatField(new GUIContent("Displacement", "Displacement value of voronoi cells"), Frequency); Frequency = RTEditorGUI.FloatField(new GUIContent("Frequency", "Frequency of the first octave"), Frequency); Seed = RTEditorGUI.IntField(new GUIContent("Seed", "Random Seed"), Seed); UseDistance = RTEditorGUI.Toggle(UseDistance, new GUIContent("UseDistance", "Apply Distance to Seed point to output value")); GUILayout.EndVertical(); }
protected override void NodeGUIProperties() { GUILayout.BeginVertical(); Frequency = RTEditorGUI.FloatField(new GUIContent("Frequency", "Frequency of the first octave"), Frequency); Power = RTEditorGUI.FloatField(new GUIContent("Power", "Set Power"), Power); Roughness = RTEditorGUI.IntField(new GUIContent("Roughness", "Set Roughness"), Roughness); Seed = RTEditorGUI.IntField(new GUIContent("Seed", "Random Seed"), Seed); GUILayout.EndVertical(); }
public override void NodeGUI() { outputKnob.DisplayLayout(); _frequency = RTEditorGUI.FloatField(new GUIContent("Frequency"), _frequency); if (GUI.changed) { NodeEditor.curNodeCanvas.OnNodeChange(this); } }
public override void NodeGUI() { outputKnob.DisplayLayout(); _value = RTEditorGUI.FloatField(new GUIContent("Constant value"), _value); if (GUI.changed) { NodeEditor.curNodeCanvas.OnNodeChange(this); } }
public override void NodeGUI() { GUILayout.Space(5); GUILayout.BeginVertical("Box"); waitTime = RTEditorGUI.FloatField("Seconds", waitTime); GUILayout.EndVertical(); //Don't know why this code needs to be here exactly, but it makes everything nicer? maybe add to some static stuff? GUILayout.BeginHorizontal(); RTEditorGUI.labelWidth = 50; GUILayout.EndHorizontal(); }
public override void NodeGUI() { GUILayout.Label("Text:"); text = GUILayout.TextArea(text, GUILayout.ExpandHeight(false)); if (!(useEntityColor = GUILayout.Toggle(useEntityColor, "Use entity color"))) { GUILayout.Label("Text Color:"); float r, g, b; GUILayout.BeginHorizontal(); r = RTEditorGUI.FloatField(textColor.r); g = RTEditorGUI.FloatField(textColor.g); b = RTEditorGUI.FloatField(textColor.b); GUILayout.EndHorizontal(); textColor = new Color(r, g, b); } GUILayout.Label("Answers:"); for (int i = 0; i < answers.Count; i++) { RTEditorGUI.Seperator(); GUILayout.BeginHorizontal(); if (GUILayout.Button("x", GUILayout.ExpandWidth(false))) { DeleteConnectionPort(outputPorts[i + 1]); answers.RemoveAt(i); i--; if (i == -1) { break; } continue; } GUILayout.EndHorizontal(); GUILayout.BeginHorizontal(); answers[i] = RTEditorGUI.TextField(answers[i]); outputKnobs[i + 1].DisplayLayout(); GUILayout.EndHorizontal(); } GUILayout.BeginHorizontal(); if (GUILayout.Button("Add", GUILayout.ExpandWidth(false), GUILayout.MinWidth(100f))) { CreateConnectionKnob(outputAttribute); answers.Add(""); } GUILayout.EndHorizontal(); if (customDialogueSpeed = GUILayout.Toggle(customDialogueSpeed, "Use custom typing speed", GUILayout.MinWidth(40f))) { GUILayout.Label("Time between characters (seconds)"); speed = double.Parse(GUILayout.TextField(speed + "", GUILayout.MinWidth(40f))); } cancel.DisplayLayout(); }
public override void NodeGUI() { GUILayout.Space(5); GUILayout.BeginVertical("Box"); waitUntilFinished = RTEditorGUI.Toggle(waitUntilFinished, "Wait until finished"); fadeTime = RTEditorGUI.FloatField("Fade Time", fadeTime); GUILayout.EndVertical(); //Don't know why this code needs to be here exactly, but it makes everything nicer? maybe add to some static stuff? GUILayout.BeginHorizontal(); RTEditorGUI.labelWidth = 50; GUILayout.EndHorizontal(); }
public override void NodeGUI() { outputKnob.DisplayLayout(); _frequency = RTEditorGUI.FloatField(new GUIContent("Frequency"), _frequency); _displacement = RTEditorGUI.FloatField(new GUIContent("Lacunarity"), _displacement); _seed = RTEditorGUI.IntField(new GUIContent("Seed"), _seed); _distance = RTEditorGUI.Toggle(_distance, new GUIContent("Distance")); if (GUI.changed) { NodeEditor.curNodeCanvas.OnNodeChange(this); } }
protected override void DrawConfigurationGUI() { base.DrawConfigurationGUI(); _passType = (PassType)RTEditorGUI.EnumPopup("Pass type", _passType); if (_passType == PassType.High || _passType == PassType.Range) { _min = RTEditorGUI.FloatField("Min", _min); } if (_passType == PassType.Low || _passType == PassType.Range) { _max = RTEditorGUI.FloatField("Max", _max); } }
public override void NodeGUI() { outputKnob.DisplayLayout(); _frequency = RTEditorGUI.FloatField(new GUIContent("Frequency"), _frequency); _lacunarity = RTEditorGUI.FloatField(new GUIContent("Lacunarity"), _lacunarity); _octaves = RTEditorGUI.IntField(new GUIContent("Octaves"), _octaves); _seed = SeedGUIUtils.SeedInput(_seedInputKnob, _seed); _quality = (QualityMode)RTEditorGUI.EnumPopup(new GUIContent("Quality"), _quality); if (GUI.changed) { NodeEditor.curNodeCanvas.OnNodeChange(this); } }
protected override void NodeGUIProperties() { GUILayout.BeginVertical(); Frequency = RTEditorGUI.FloatField(new GUIContent("Frequency", "Frequency of the first octave"), Frequency); Lacunarity = RTEditorGUI.FloatField(new GUIContent("Lacunarity", "Set Lacunarity"), Lacunarity); OctaveCount = RTEditorGUI.IntField(new GUIContent("OctaveCount", "How many octaves to generate"), OctaveCount); Seed = RTEditorGUI.IntField(new GUIContent("Seed", "Random Seed"), Seed); #if UNITY_EDITOR Quality = (LibNoise.QualityMode)UnityEditor.EditorGUILayout.EnumPopup(new GUIContent("Quality", "Quality Mode for noise"), Quality); #else GUILayout.Label(new GUIContent("Quality: " + Quality.ToString(), "Quality Mode for noise")); #endif GUILayout.EndVertical(); }
public override void NodeGUI() { GUILayout.BeginHorizontal(); input.DisplayLayout(); output.DisplayLayout(); GUILayout.EndHorizontal(); GUILayout.Label("Color:"); GUILayout.BeginHorizontal(); var r = RTEditorGUI.FloatField(color.r); var g = RTEditorGUI.FloatField(color.g); var b = RTEditorGUI.FloatField(color.b); color = new Color(r, g, b); GUILayout.EndHorizontal(); }
protected void DrawPreview() { Material mtrl = new Material(Shader.Find("Transparent/Diffuse")); mtrl.SetColor("_Color", Color.white); mtrl.SetTexture("_MainTex", _previewTexture); GUILayout.BeginHorizontal(); GUILayout.FlexibleSpace(); Rect rect = GUILayoutUtility.GetRect(_previewWidth, _previewHeight, GUI.skin.box); if (_previewTexture != null) { //RTEditorGUI.DrawTexture(_previewTexture, _previewWidth, GUI.skin.box); //GUI.BeginGroup(rect); GUI.color = _textureSequenceId == _nextSequenceId ? Color.white : new Color(1.0f, 1.0f, 1.0f, 0.25f); GUI.DrawTexture(rect, _previewTexture, ScaleMode.ScaleToFit, true); GUI.color = Color.white; //UnityEditor.EditorGUI.DrawTextureAlpha(rect, _previewTexture); //UnityEditor.EditorGUI.DrawPreviewTexture(rect, _previewTexture); //Graphics.DrawTexture(rect, _previewTexture); //GUI.EndGroup(); } GUILayout.FlexibleSpace(); GUILayout.EndHorizontal(); using (var horizontalScope = new GUILayout.HorizontalScope("box")) { GUILayout.FlexibleSpace(); const float sz = 70.0f; PreviewLeft = RTEditorGUI.FloatField("Left", PreviewLeft, GUILayout.Width(sz)); PreviewRight = RTEditorGUI.FloatField("Right", PreviewRight, GUILayout.Width(sz)); PreviewTop = RTEditorGUI.FloatField("Top", PreviewTop, GUILayout.Width(sz)); PreviewBottom = RTEditorGUI.FloatField("Bottom", PreviewBottom, GUILayout.Width(sz)); GUILayout.FlexibleSpace(); } PreviewSeamless = RTEditorGUI.Toggle(PreviewSeamless, "Seamless"); #if UNITY_EDITOR Colorization = (NodeModuleBase.ColorMode)UnityEditor.EditorGUILayout.EnumPopup(new GUIContent("ColorMode", "Colorization method for preview"), Colorization); #else GUILayout.Label(new GUIContent("Colorization: " + Colorization.ToString(), "Quality Mode for noise")); #endif }
public INoise Display() { changed = outOfBandChange; outOfBandChange = false; string[] names = noiseFunctions.Select(n => n.Name).ToArray(); RTEditorGUI.Popup(new GUIContent("Noise", "The noise type to use"), noiseTypeIndex, names, selected => { noiseTypeIndex = selected; Type selectedNoise = noiseFunctions[selected]; selectedNoiseType = selectedNoise.ToString(); ConstructorInfo ctor = selectedNoise.GetConstructors()[0]; noiseParameters = defaultParams(ctor); noiseFunction = (Noise)ctor.Invoke(noiseParameters); outOfBandChange = true; }); GUILayout.BeginVertical(); ConstructorInfo ctor2 = noiseFunctions[noiseTypeIndex].GetConstructors()[0]; ParameterInfo[] pInfo = ctor2.GetParameters(); for (int i = 0; i < pInfo.Length; i++) { GUILayout.BeginHorizontal(); GUILayout.Label(pInfo[i].Name); if (pInfo[i].ParameterType == typeof(int)) { noiseParameters[i] = RTEditorGUI.IntField((int)noiseParameters[i]); } else if (pInfo[i].ParameterType == typeof(float)) { noiseParameters[i] = RTEditorGUI.FloatField((float)noiseParameters[i]); } GUILayout.EndHorizontal(); } GUILayout.EndVertical(); if (GUI.changed) { noiseFunction = (Noise)ctor2.Invoke(noiseParameters); changed = true; } return(noiseFunction); }
public override void NodeGUI() { GUILayout.BeginHorizontal(); GUILayout.BeginVertical(); if (Inputs [0].connection != null) { GUILayout.Label(Inputs [0].name); } else { Input1Val = RTEditorGUI.FloatField(GUIContent.none, Input1Val); } InputKnob(0); // -- if (Inputs [1].connection != null) { GUILayout.Label(Inputs [1].name); } else { Input2Val = RTEditorGUI.FloatField(GUIContent.none, Input2Val); } InputKnob(1); GUILayout.EndVertical(); GUILayout.BeginVertical(); Outputs [0].DisplayLayout(); GUILayout.EndVertical(); GUILayout.EndHorizontal(); #if UNITY_EDITOR type = (CalcType)UnityEditor.EditorGUILayout.EnumPopup(new GUIContent("Calculation Type", "The type of calculation performed on Input 1 and Input 2"), type); #else GUILayout.Label(new GUIContent("Calculation Type: " + type.ToString(), "The type of calculation performed on Input 1 and Input 2")); #endif if (GUI.changed) { NodeEditor.RecalculateFrom(this); } }
protected void DrawPreview() { Material mtrl = new Material(Shader.Find("Transparent/Diffuse")); mtrl.SetColor("_Color", Color.white); mtrl.SetTexture("_MainTex", _previewTexture); GUILayout.BeginHorizontal(); GUILayout.FlexibleSpace(); Rect rect = GUILayoutUtility.GetRect(_previewWidth, _previewHeight, GUI.skin.box); if (_previewTexture != null) { //RTEditorGUI.DrawTexture(_previewTexture, _previewWidth, GUI.skin.box); //GUI.BeginGroup(rect); GUI.color = _textureSequenceId == _nextSequenceId ? Color.white : new Color(1.0f, 1.0f, 1.0f, 0.25f); GUI.DrawTexture(rect, _previewTexture, ScaleMode.ScaleToFit, true); GUI.color = Color.white; //UnityEditor.EditorGUI.DrawTextureAlpha(rect, _previewTexture); //UnityEditor.EditorGUI.DrawPreviewTexture(rect, _previewTexture); //Graphics.DrawTexture(rect, _previewTexture); //GUI.EndGroup(); } GUILayout.FlexibleSpace(); GUILayout.EndHorizontal(); Cutoff = RTEditorGUI.FloatField("Cutoff", Cutoff); SmoothIterations = RTEditorGUI.IntField("Smooth Iterations", SmoothIterations); using (var horizontalScope = new GUILayout.HorizontalScope("box")) { GUILayout.FlexibleSpace(); const float sz = 70.0f; PreviewLeft = RTEditorGUI.FloatField("Left", PreviewLeft, GUILayout.Width(sz)); PreviewRight = RTEditorGUI.FloatField("Right", PreviewRight, GUILayout.Width(sz)); PreviewTop = RTEditorGUI.FloatField("Top", PreviewTop, GUILayout.Width(sz)); PreviewBottom = RTEditorGUI.FloatField("Bottom", PreviewBottom, GUILayout.Width(sz)); GUILayout.FlexibleSpace(); } PreviewSeamless = RTEditorGUI.Toggle(PreviewSeamless, "Seamless"); }
protected internal override void NodeGUI() { GUILayout.Label("This is an delay Node"); GUILayout.BeginHorizontal(); GUILayout.BeginVertical(); Inputs [0].DisplayLayout(); GUILayout.EndVertical(); GUILayout.BeginVertical(); Outputs [0].DisplayLayout(); GUILayout.EndVertical(); GUILayout.EndHorizontal(); Duration = RTEditorGUI.FloatField(new GUIContent("Delay", "delay in second before continue"), Duration); }
public override void NodeGUI() { GUILayout.BeginHorizontal(); GUILayout.BeginVertical(); // First input if (input1Knob.connected()) { GUILayout.Label(input1Knob.name); } else { Input1Val = RTEditorGUI.FloatField(GUIContent.none, Input1Val); } input1Knob.SetPosition(); // Second input if (input2Knob.connected()) { GUILayout.Label(input2Knob.name); } else { Input2Val = RTEditorGUI.FloatField(GUIContent.none, Input2Val); } input2Knob.SetPosition(); GUILayout.EndVertical(); GUILayout.BeginVertical(); // Output outputKnob.DisplayLayout(); GUILayout.EndVertical(); GUILayout.EndHorizontal(); type = (CalcType)RTEditorGUI.EnumPopup(new GUIContent("Calculation Type", "The type of calculation performed on Input 1 and Input 2"), type); if (GUI.changed) { NodeEditor.curNodeCanvas.OnNodeChange(this); } }
public override void NodeGUI() { height = 150f; GUILayout.BeginHorizontal(); input.DisplayLayout(); output.DisplayLayout(); GUILayout.EndHorizontal(); GUILayout.Label("Text:"); text = GUILayout.TextArea(text); height += GUI.skin.textArea.CalcHeight(new GUIContent(text), 200f); GUILayout.Label("Color:"); float r, g, b; GUILayout.BeginHorizontal(); r = RTEditorGUI.FloatField(color.r); g = RTEditorGUI.FloatField(color.g); b = RTEditorGUI.FloatField(color.b); GUILayout.EndHorizontal(); color = new Color(r, g, b); }