Пример #1
0
        private void UpdateTimeControllerInScene()
        {
            TimeOfDayController timeController = FindObjectOfType <TimeOfDayController>() as TimeOfDayController;

            if (!timeController)
            {
                return;
            }

            timeController.UpdateSkyForCurrentTime();
        }
Пример #2
0
        private void BuilderCompletion(SkyBuilder builder, bool successful)
        {
            m_Builder.completionCallback -= BuilderCompletion;
            m_Builder = null;

            if (m_Profile)
            {
                EditorUtility.SetDirty(m_Profile);
            }

            TimeOfDayController tc = GameObject.FindObjectOfType <TimeOfDayController>();

            if (tc != null)
            {
                tc.UpdateSkyForCurrentTime();
            }
        }
Пример #3
0
        public override void OnInspectorGUI()
        {
            serializedObject.Update();

            m_Profile = (SkyProfile)target;

            // For new profiles we'll automatically build them.
            if (forceRebuildProfileId != -1 && forceRebuildProfileId == m_Profile.GetInstanceID())
            {
                RebuildSkySystem();
                forceRebuildProfileId = -1;
            }

            if (RenderSkyboxMaterial() == false)
            {
                serializedObject.ApplyModifiedProperties();
                return;
            }

            if (m_Sections == null)
            {
                m_Sections = new Dictionary <string, ProfileFeatureSection>();
            }

            foreach (ProfileFeatureSection section in m_Profile.featureDefinitions)
            {
                m_Sections[section.sectionKey] = section;
            }

            bool didChangeProfile = false;

            // Features.
            if (RenderFeatureSection())
            {
                didChangeProfile = true;
            }

            // Timeline.
            if (RenderTimelineList())
            {
                didChangeProfile = true;
            }

            // Properties.
            if (RenderProfileDefinitions())
            {
                didChangeProfile = true;
            }

            TimeOfDayController tc = GameObject.FindObjectOfType <TimeOfDayController>();

            if (tc != null)
            {
                tc.UpdateSkyForCurrentTime();
            }

            serializedObject.ApplyModifiedProperties();

            if (didChangeProfile)
            {
                EditorUtility.SetDirty(m_Profile);
            }
        }
Пример #4
0
        private void OnGUI()
        {
            LoadStyles();

            TimeOfDayController timeController = FindObjectOfType <TimeOfDayController>() as TimeOfDayController;

            // Render a setup helper UI.
            if (timeController == null)
            {
                RenderNeedsSkySetupLayout();
                return;
            }

            // Render a profile help message UI.
            if (timeController.skyProfile == null)
            {
                RenderNeedsProfileLayout();
                return;
            }

            m_ActiveTimeController = timeController;
            m_ActiveSkyProfile     = timeController ? timeController.skyProfile : null;

            RebuildTimelineDefinitions(timeController.skyProfile);
            float contentHeight  = CalculateWindowContentHeight(timeController.skyProfile);
            float scrollbarInset = 0;

            // Select the first colorGroup if one isn't selected.
            if (TimelineSelection.selectedGroupUUID == null &&
                timeController.skyProfile.timelineManagedKeys.Count > 0)
            {
                IKeyframeGroup group = timeController.skyProfile.GetGroup(timeController.skyProfile.timelineManagedKeys[0]);
                if (group != null)
                {
                    TimelineSelection.selectedGroupUUID = group.id;
                }
            }

            // Inset content on the right to make room for scroll bar.
            if (contentHeight > position.height)
            {
                scrollbarInset = CONTENT_INSET;
            }

            // Timeline rect.
            Rect contentRect = new Rect(
                0,
                0,
                position.width - scrollbarInset,
                position.height);

            // Check if mouse left the window, and cancel drag operations.
            if (Event.current.type == EventType.MouseLeaveWindow ||
                contentRect.Contains(Event.current.mousePosition) == false)
            {
                SkyEditorUtility.CancelTimelineDrags();
            }

            // Loads the list of timeline groups to render.
            RenderTimelineEditor(contentRect, timeController, contentHeight);

            // Save the edits to the profile object.
            if (timeController != null)
            {
                EditorUtility.SetDirty(timeController.skyProfile);

                // Keep the scene view rendering in sync for live editing.
                timeController.UpdateSkyForCurrentTime();
            }
        }