Пример #1
0
        public override void OnInspectorGUI()
        {
            m_SerializedHDLight.Update();

            // Add space before the first collapsible area
            EditorGUILayout.Space();

            ApplyAdditionalComponentsVisibility(true);

            EditorGUI.BeginChangeCheck();
            HDLightUI.Inspector.Draw(m_SerializedHDLight, this);
            if (EditorGUI.EndChangeCheck())
            {
                m_SerializedHDLight.Apply();

                foreach (var hdLightData in m_AdditionalLightDatas)
                {
                    hdLightData.UpdateAllLightValues();
                }
            }

            if (m_SerializedHDLight.needUpdateAreaLightEmissiveMeshComponents)
            {
                UpdateAreaLightEmissiveMeshComponents();
            }
        }
Пример #2
0
        public override void OnInspectorGUI()
        {
            m_SerializedHDLight.Update();
            // Add space before the first collapsible area
            EditorGUILayout.Space();

            ApplyAdditionalComponentsVisibility(true);

            EditorGUI.BeginChangeCheck();

            if (HDEditorUtils.IsPresetEditor(this))
            {
                HDLightUI.PresetInspector.Draw(m_SerializedHDLight, this);
            }
            else
            {
                using (new EditorGUILayout.VerticalScope())
                    HDLightUI.Inspector.Draw(m_SerializedHDLight, this);
            }
            if (EditorGUI.EndChangeCheck())
            {
                m_SerializedHDLight.Apply();

                foreach (var hdLightData in m_AdditionalLightDatas)
                {
                    hdLightData.UpdateAllLightValues();
                    hdLightData.UpdateRenderEntity();
                }
            }

            if (m_SerializedHDLight.needUpdateAreaLightEmissiveMeshComponents)
            {
                UpdateAreaLightEmissiveMeshComponents();
            }
        }
Пример #3
0
        protected override void SetValueToPreset(SerializedProperty value, LightUnitSliderUIRange preset)
        {
            m_Light?.Update();

            // Convert to the actual unit value.
            value.floatValue = LumenToUnit(preset.presetValue);

            m_Light?.Apply();
        }