GetFloat() приватный Метод

private GetFloat ( string key ) : float
key string
Результат float
Пример #1
0
 private static float GetDesiredImportWorkerCountPctOfLogicalCPUs()
 {
     return(EditorPrefs.GetFloat(kDesiredImportWorkerCountPctOfLogicalCPUsKey, kDefaultDesiredImportWorkerCountPctOfLogicalCPUs));
 }
Пример #2
0
        internal void Show(UnityObject obj, Type requiredType, UnityObject objectBeingEdited, bool allowSceneObjects, List <int> allowedInstanceIDs = null, Action <UnityObject> onObjectSelectorClosed = null, Action <UnityObject> onObjectSelectedUpdated = null)
        {
            m_ObjectSelectorReceiver = null;
            m_AllowSceneObjects      = allowSceneObjects;
            m_IsShowingAssets        = true;
            m_SkipHiddenPackages     = true;
            m_AllowedIDs             = allowedInstanceIDs;
            m_ObjectBeingEdited      = objectBeingEdited;
            m_LastSelectedInstanceId = obj?.GetInstanceID() ?? 0;

            m_OnObjectSelectorClosed  = onObjectSelectorClosed;
            m_OnObjectSelectorUpdated = onObjectSelectedUpdated;

            // Do not allow to show scene objects if the object being edited is persistent
            if (m_ObjectBeingEdited != null && EditorUtility.IsPersistent(m_ObjectBeingEdited))
            {
                m_AllowSceneObjects = false;
            }

            // Set which tab should be visible at startup
            if (m_AllowSceneObjects)
            {
                if (obj != null)
                {
                    if (typeof(Component).IsAssignableFrom(obj.GetType()))
                    {
                        obj = ((Component)obj).gameObject;
                    }
                    // Set the right tab visible (so we can see our selection)
                    m_IsShowingAssets = EditorUtility.IsPersistent(obj);
                }
                else
                {
                    m_IsShowingAssets = (requiredType != typeof(GameObject) && !typeof(Component).IsAssignableFrom(requiredType));
                }
            }
            else
            {
                m_IsShowingAssets = true;
            }

            // Set member variables
            m_DelegateView = GUIView.current;
            // type filter requires unqualified names for built-in types, but will prioritize them over user types, so ensure user types are namespace-qualified
            if (requiredType != null)
            {
                m_RequiredType = typeof(ScriptableObject).IsAssignableFrom(requiredType) || typeof(MonoBehaviour).IsAssignableFrom(requiredType) ? requiredType.FullName : requiredType.Name;
            }
            m_SearchFilter      = "";
            m_OriginalSelection = obj;
            m_ModalUndoGroup    = Undo.GetCurrentGroup();

            // Show custom selector if available
            if (SearchService.ObjectSelector.HasEngineOverride())
            {
                m_SearchSessionHandler.BeginSession(() =>
                {
                    SelectorHandlerType selectorConstraint = null;
                    if (m_EditedProperty != null)
                    {
                        selectorConstraint = GetSelectorHandlerFromProperty(m_EditedProperty);
                    }
                    return(new SearchService.ObjectSelectorSearchContext
                    {
                        currentObject = obj,
                        editedObjects = m_EditedProperty != null ? m_EditedProperty.serializedObject.targetObjects : new[] { objectBeingEdited },
                        requiredTypes = new[] { requiredType },
                        requiredTypeNames = new[] { m_RequiredType },
                        allowedInstanceIds = allowedInstanceIDs,
                        visibleObjects = allowSceneObjects ? SearchService.VisibleObjects.All : SearchService.VisibleObjects.Assets,
                        selectorConstraint = selectorConstraint
                    });
                });

                var searchContext = (SearchService.ObjectSelectorSearchContext)m_SearchSessionHandler.context;
                Action <UnityObject> onSelectionChanged = selectedObj =>
                {
                    m_LastSelectedInstanceId = selectedObj == null ? 0 : selectedObj.GetInstanceID();
                    NotifySelectionChanged(false);
                };
                Action <UnityObject, bool> onSelectorClosed = (selectedObj, canceled) =>
                {
                    m_SearchSessionHandler.EndSession();
                    if (canceled)
                    {
                        // Undo changes we have done in the ObjectSelector
                        Undo.RevertAllDownToGroup(m_ModalUndoGroup);
                        m_LastSelectedInstanceId = 0;
                    }
                    else
                    {
                        m_LastSelectedInstanceId = selectedObj == null ? 0 : selectedObj.GetInstanceID();
                    }

                    m_EditedProperty = null;
                    NotifySelectorClosed(false);
                };

                if (SearchService.ObjectSelector.SelectObject(searchContext, onSelectorClosed, onSelectionChanged))
                {
                    return;
                }
            }

            // Freeze to prevent flicker on OSX.
            // Screen will be updated again when calling
            // SetFreezeDisplay(false) further down.
            ContainerWindow.SetFreezeDisplay(true);

            ShowWithMode(ShowMode.AuxWindow);
            titleContent = EditorGUIUtility.TrTextContent("Select " + (requiredType == null ? m_RequiredType : requiredType.Name));

            // Deal with window size
            Rect p = m_Parent == null ? new Rect(0, 0, 1, 1) : m_Parent.window.position;

            p.width  = EditorPrefs.GetFloat("ObjectSelectorWidth", 200);
            p.height = EditorPrefs.GetFloat("ObjectSelectorHeight", 390);
            position = p;
            minSize  = new Vector2(kMinWidth, kMinTopSize + kPreviewExpandedAreaHeight + 2 * kPreviewMargin);
            maxSize  = new Vector2(10000, 10000);
            SetupPreview();

            // Focus
            Focus();
            ContainerWindow.SetFreezeDisplay(false);

            m_FocusSearchFilter = true;

            // Add after unfreezing display because AuxWindowManager.cpp assumes that aux windows are added after we get 'got/lost'- focus calls.
            if (m_Parent != null)
            {
                m_Parent.AddToAuxWindowList();
            }

            // Initial selection
            int initialSelection = obj != null?obj.GetInstanceID() : 0;

            if (initialSelection != 0)
            {
                var assetPath = AssetDatabase.GetAssetPath(initialSelection);
                if (m_SkipHiddenPackages && !PackageManagerUtilityInternal.IsPathInVisiblePackage(assetPath))
                {
                    m_SkipHiddenPackages = false;
                }
            }

            if (ShouldTreeViewBeUsed(m_RequiredType))
            {
                m_ObjectTreeWithSearch.Init(position, this, CreateAndSetTreeView, TreeViewSelection, ItemWasDoubleClicked, initialSelection, 0);
            }
            else
            {
                // To frame the selected item we need to wait to initialize the search until our window has been setup
                InitIfNeeded();
                m_ListArea.InitSelection(new[] { initialSelection });
                if (initialSelection != 0)
                {
                    m_ListArea.Frame(initialSelection, true, false);
                }
            }
        }
Пример #3
0
        internal void Show(UnityEngine.Object obj, Type requiredType, SerializedProperty property, bool allowSceneObjects, List <int> allowedInstanceIDs)
        {
            this.m_AllowSceneObjects = allowSceneObjects;
            this.m_IsShowingAssets   = true;
            this.m_AllowedIDs        = allowedInstanceIDs;
            string text = string.Empty;

            if (property != null)
            {
                text = property.objectReferenceTypeString;
                obj  = property.objectReferenceValue;
                UnityEngine.Object targetObject = property.serializedObject.targetObject;
                if (targetObject != null && EditorUtility.IsPersistent(targetObject))
                {
                    this.m_AllowSceneObjects = false;
                }
            }
            else if (requiredType != null)
            {
                text = requiredType.Name;
            }
            if (this.m_AllowSceneObjects)
            {
                if (obj != null)
                {
                    if (typeof(Component).IsAssignableFrom(obj.GetType()))
                    {
                        obj = ((Component)obj).gameObject;
                    }
                    this.m_IsShowingAssets = (EditorUtility.IsPersistent(obj) || ObjectSelector.GuessIfUserIsLookingForAnAsset(text, false));
                }
                else
                {
                    this.m_IsShowingAssets = ObjectSelector.GuessIfUserIsLookingForAnAsset(text, true);
                }
            }
            else
            {
                this.m_IsShowingAssets = true;
            }
            this.m_DelegateView      = GUIView.current;
            this.m_RequiredType      = text;
            this.m_SearchFilter      = string.Empty;
            this.m_OriginalSelection = obj;
            this.m_ModalUndoGroup    = Undo.GetCurrentGroup();
            ContainerWindow.SetFreezeDisplay(true);
            base.ShowWithMode(ShowMode.AuxWindow);
            base.titleContent = new GUIContent("Select " + text);
            Rect position = this.m_Parent.window.position;

            position.width  = EditorPrefs.GetFloat("ObjectSelectorWidth", 200f);
            position.height = EditorPrefs.GetFloat("ObjectSelectorHeight", 390f);
            base.position   = position;
            base.minSize    = new Vector2(200f, 335f);
            base.maxSize    = new Vector2(10000f, 10000f);
            this.SetupPreview();
            base.Focus();
            ContainerWindow.SetFreezeDisplay(false);
            this.m_FocusSearchFilter = true;
            this.m_Parent.AddToAuxWindowList();
            int num = (!(obj != null)) ? 0 : obj.GetInstanceID();

            if (property != null && property.hasMultipleDifferentValues)
            {
                num = 0;
            }
            if (ObjectSelector.ShouldTreeViewBeUsed(text))
            {
                this.m_ObjectTreeWithSearch.Init(base.position, this, new UnityAction <ObjectTreeForSelector.TreeSelectorData>(this.CreateAndSetTreeView), new UnityAction <TreeViewItem>(this.TreeViewSelection), new UnityAction(this.ItemWasDoubleClicked), num, 0);
            }
            else
            {
                this.InitIfNeeded();
                this.m_ListArea.InitSelection(new int[]
                {
                    num
                });
                if (num != 0)
                {
                    this.m_ListArea.Frame(num, true, false);
                }
            }
        }
        protected override void Init()
        {
            // Already initialized?
            if (m_Type != null)
            {
                return;
            }
            if (s_Texts == null)
            {
                s_Texts = new Texts();
            }

            m_Type = GetProperty("type");

            List <SerializedProperty> shownPlanes = new List <SerializedProperty>();

            for (int i = 0; i < m_Planes.Length; ++i)
            {
                m_Planes[i] = GetProperty("plane" + i); // Keep name in sync with transfer func in CollisionModule.h
                System.Diagnostics.Debug.Assert(m_Planes[i] != null);

                // Always show the first plane
                if (i == 0 || m_Planes[i].objectReferenceValue != null)
                {
                    shownPlanes.Add(m_Planes[i]);
                }
            }

            m_ShownPlanes = shownPlanes.ToArray();

            m_Dampen = new SerializedMinMaxCurve(this, s_Texts.dampen, "m_Dampen");
            m_Dampen.m_AllowCurves = false;

            m_Bounce = new SerializedMinMaxCurve(this, s_Texts.bounce, "m_Bounce");
            m_Bounce.m_AllowCurves = false;

            m_LifetimeLossOnCollision = new SerializedMinMaxCurve(this, s_Texts.lifetimeLoss, "m_EnergyLossOnCollision");
            m_LifetimeLossOnCollision.m_AllowCurves = false;

            m_MinKillSpeed = GetProperty("minKillSpeed");
            m_MaxKillSpeed = GetProperty("maxKillSpeed");
            m_RadiusScale  = GetProperty("radiusScale");

            m_PlaneVisualizationType = (PlaneVizType)EditorPrefs.GetInt("PlaneColisionVizType", (int)PlaneVizType.Solid);
            m_ScaleGrid       = EditorPrefs.GetFloat("ScalePlaneColision", 1f);
            s_VisualizeBounds = EditorPrefs.GetBool("VisualizeBounds", false);

            m_CollidesWith        = GetProperty("collidesWith");
            m_CollidesWithDynamic = GetProperty("collidesWithDynamic");
            m_MaxCollisionShapes  = GetProperty("maxCollisionShapes");

            m_Quality = GetProperty("quality");

            m_VoxelSize = GetProperty("voxelSize");

            m_CollisionMessages = GetProperty("collisionMessages");
            m_CollisionMode     = GetProperty("collisionMode");

            m_ColliderForce = GetProperty("colliderForce");
            m_MultiplyColliderForceByCollisionAngle = GetProperty("multiplyColliderForceByCollisionAngle");
            m_MultiplyColliderForceByParticleSpeed  = GetProperty("multiplyColliderForceByParticleSpeed");
            m_MultiplyColliderForceByParticleSize   = GetProperty("multiplyColliderForceByParticleSize");

            SyncVisualization();
        }
Пример #5
0
        internal void Show(UnityObject obj, Type requiredType, SerializedProperty property, bool allowSceneObjects, List <int> allowedInstanceIDs, Action <UnityObject> onObjectSelectorClosed, Action <UnityObject> onObjectSelectedUpdated)
        {
            m_ObjectSelectorReceiver = null;
            m_AllowSceneObjects      = allowSceneObjects;
            m_IsShowingAssets        = true;
            m_AllowedIDs             = allowedInstanceIDs;

            m_OnObjectSelectorClosed  = onObjectSelectorClosed;
            m_OnObjectSelectorUpdated = onObjectSelectedUpdated;

            if (property != null)
            {
                if (requiredType == null)
                {
                    ScriptAttributeUtility.GetFieldInfoFromProperty(property, out requiredType);
                    // case 951876: built-in types do not actually have reflectable fields, so their object types must be extracted from the type string
                    // this works because built-in types will only ever have serialized references to other built-in types, which this window's filter expects as unqualified names
                    if (requiredType == null)
                    {
                        m_RequiredType = s_MatchPPtrTypeName.Match(property.type).Groups[1].Value;
                    }
                }

                obj = property.objectReferenceValue;
                m_ObjectBeingEdited = property.serializedObject.targetObject;

                // Do not allow to show scene objects if the object being edited is persistent
                if (m_ObjectBeingEdited != null && EditorUtility.IsPersistent(m_ObjectBeingEdited))
                {
                    m_AllowSceneObjects = false;
                }
            }

            // Set which tab should be visible at startup
            if (m_AllowSceneObjects)
            {
                if (obj != null)
                {
                    if (typeof(Component).IsAssignableFrom(obj.GetType()))
                    {
                        obj = ((Component)obj).gameObject;
                    }
                    // Set the right tab visible (so we can see our selection)
                    m_IsShowingAssets = EditorUtility.IsPersistent(obj);
                }
                else
                {
                    m_IsShowingAssets = (requiredType != typeof(GameObject) && !typeof(Component).IsAssignableFrom(requiredType));
                }
            }
            else
            {
                m_IsShowingAssets = true;
            }

            // Set member variables
            m_DelegateView = GUIView.current;
            // type filter requires unqualified names for built-in types, but will prioritize them over user types, so ensure user types are namespace-qualified
            if (requiredType != null)
            {
                m_RequiredType = typeof(ScriptableObject).IsAssignableFrom(requiredType) || typeof(MonoBehaviour).IsAssignableFrom(requiredType) ? requiredType.FullName : requiredType.Name;
            }
            m_SearchFilter      = "";
            m_OriginalSelection = obj;
            m_ModalUndoGroup    = Undo.GetCurrentGroup();

            // Freeze to prevent flicker on OSX.
            // Screen will be updated again when calling
            // SetFreezeDisplay(false) further down.
            ContainerWindow.SetFreezeDisplay(true);

            ShowWithMode(ShowMode.AuxWindow);
            titleContent = EditorGUIUtility.TrTextContent("Select " + (requiredType == null ? m_RequiredType : requiredType.Name));

            // Deal with window size
            Rect p = m_Parent.window.position;

            p.width  = EditorPrefs.GetFloat("ObjectSelectorWidth", 200);
            p.height = EditorPrefs.GetFloat("ObjectSelectorHeight", 390);
            position = p;
            minSize  = new Vector2(kMinWidth, kMinTopSize + kPreviewExpandedAreaHeight + 2 * kPreviewMargin);
            maxSize  = new Vector2(10000, 10000);
            SetupPreview();

            // Focus
            Focus();
            ContainerWindow.SetFreezeDisplay(false);

            m_FocusSearchFilter = true;

            // Add after unfreezing display because AuxWindowManager.cpp assumes that aux windows are added after we get 'got/lost'- focus calls.
            m_Parent.AddToAuxWindowList();

            // Initial selection
            int initialSelection = obj != null?obj.GetInstanceID() : 0;

            if (property != null && property.hasMultipleDifferentValues)
            {
                initialSelection = 0; // don't select anything on multi selection
            }
            if (ShouldTreeViewBeUsed(requiredType))
            {
                m_ObjectTreeWithSearch.Init(position, this, CreateAndSetTreeView, TreeViewSelection, ItemWasDoubleClicked, initialSelection, 0);
            }
            else
            {
                // To frame the selected item we need to wait to initialize the search until our window has been setup
                InitIfNeeded();
                m_ListArea.InitSelection(new[] { initialSelection });
                if (initialSelection != 0)
                {
                    m_ListArea.Frame(initialSelection, true, false);
                }
            }
        }
Пример #6
0
        internal void Show(UnityEngine.Object obj, Type requiredType, SerializedProperty property, bool allowSceneObjects, List <int> allowedInstanceIDs, Action <UnityEngine.Object> onObjectSelectorClosed, Action <UnityEngine.Object> onObjectSelectedUpdated)
        {
            this.m_ObjectSelectorReceiver  = null;
            this.m_AllowSceneObjects       = allowSceneObjects;
            this.m_IsShowingAssets         = true;
            this.m_AllowedIDs              = allowedInstanceIDs;
            this.m_OnObjectSelectorClosed  = onObjectSelectorClosed;
            this.m_OnObjectSelectorUpdated = onObjectSelectedUpdated;
            if (property != null)
            {
                if (requiredType == null)
                {
                    ScriptAttributeUtility.GetFieldInfoFromProperty(property, out requiredType);
                    if (requiredType == null)
                    {
                        this.m_RequiredType = this.s_MatchPPtrTypeName.Match(property.type).Groups[1].Value;
                    }
                }
                obj = property.objectReferenceValue;
                this.m_ObjectBeingEdited = property.serializedObject.targetObject;
                if (this.m_ObjectBeingEdited != null && EditorUtility.IsPersistent(this.m_ObjectBeingEdited))
                {
                    this.m_AllowSceneObjects = false;
                }
            }
            if (this.m_AllowSceneObjects)
            {
                if (obj != null)
                {
                    if (typeof(Component).IsAssignableFrom(obj.GetType()))
                    {
                        obj = ((Component)obj).gameObject;
                    }
                    this.m_IsShowingAssets = EditorUtility.IsPersistent(obj);
                }
                else
                {
                    this.m_IsShowingAssets = (requiredType != typeof(GameObject) && !typeof(Component).IsAssignableFrom(requiredType));
                }
            }
            else
            {
                this.m_IsShowingAssets = true;
            }
            this.m_DelegateView = GUIView.current;
            if (requiredType != null)
            {
                this.m_RequiredType = ((!typeof(ScriptableObject).IsAssignableFrom(requiredType) && !typeof(MonoBehaviour).IsAssignableFrom(requiredType)) ? requiredType.Name : requiredType.FullName);
            }
            this.m_SearchFilter      = "";
            this.m_OriginalSelection = obj;
            this.m_ModalUndoGroup    = Undo.GetCurrentGroup();
            ContainerWindow.SetFreezeDisplay(true);
            base.ShowWithMode(ShowMode.AuxWindow);
            base.titleContent = EditorGUIUtility.TrTextContent("Select " + ((requiredType != null) ? requiredType.Name : this.m_RequiredType), null, null);
            Rect position = this.m_Parent.window.position;

            position.width  = EditorPrefs.GetFloat("ObjectSelectorWidth", 200f);
            position.height = EditorPrefs.GetFloat("ObjectSelectorHeight", 390f);
            base.position   = position;
            base.minSize    = new Vector2(200f, 335f);
            base.maxSize    = new Vector2(10000f, 10000f);
            this.SetupPreview();
            base.Focus();
            ContainerWindow.SetFreezeDisplay(false);
            this.m_FocusSearchFilter = true;
            this.m_Parent.AddToAuxWindowList();
            int num = (!(obj != null)) ? 0 : obj.GetInstanceID();

            if (property != null && property.hasMultipleDifferentValues)
            {
                num = 0;
            }
            if (ObjectSelector.ShouldTreeViewBeUsed(requiredType))
            {
                this.m_ObjectTreeWithSearch.Init(base.position, this, new UnityAction <ObjectTreeForSelector.TreeSelectorData>(this.CreateAndSetTreeView), new UnityAction <TreeViewItem>(this.TreeViewSelection), new UnityAction(this.ItemWasDoubleClicked), num, 0);
            }
            else
            {
                this.InitIfNeeded();
                this.m_ListArea.InitSelection(new int[]
                {
                    num
                });
                if (num != 0)
                {
                    this.m_ListArea.Frame(num, true, false);
                }
            }
        }
Пример #7
0
        public bool InitializeIfNeeded(IEnumerable <ParticleSystem> systems)
        {
            bool flag = false;

            ParticleSystem[] array          = systems.ToArray <ParticleSystem>();
            bool             flag2          = array.Count <ParticleSystem>() > 1;
            bool             flag3          = false;
            ParticleSystem   particleSystem = null;

            ParticleSystem[] array2 = array;
            int i = 0;

            while (i < array2.Length)
            {
                ParticleSystem particleSystem2 = array2[i];
                if (flag2)
                {
                    ParticleSystem[] array3 = new ParticleSystem[]
                    {
                        particleSystem2
                    };
                    particleSystem = particleSystem2;
                    goto IL_11F;
                }
                ParticleSystem root = ParticleSystemEditorUtils.GetRoot(particleSystem2);
                if (!(root == null))
                {
                    ParticleSystem[] array3 = ParticleEffectUI.GetParticleSystems(root);
                    particleSystem = root;
                    if (this.m_SelectedParticleSystems != null && this.m_SelectedParticleSystems.Count > 0)
                    {
                        if (root == ParticleSystemEditorUtils.GetRoot(this.m_SelectedParticleSystems[0]))
                        {
                            if (this.m_ParticleSystemCurveEditor != null && this.m_Emitters != null && array3.Length == this.m_Emitters.Length && particleSystem2.gameObject.activeInHierarchy == this.m_EmittersActiveInHierarchy)
                            {
                                this.m_SelectedParticleSystems = new List <ParticleSystem>();
                                this.m_SelectedParticleSystems.Add(particleSystem2);
                                if (this.IsShowOnlySelectedMode())
                                {
                                    this.RefreshShowOnlySelected();
                                }
                                goto IL_1E6;
                            }
                        }
                    }
                    goto IL_11F;
                }
IL_1E6:
                i++;
                continue;
IL_11F:
                if (this.m_ParticleSystemCurveEditor != null)
                {
                    this.Clear();
                }
                flag3 = true;
                if (!flag)
                {
                    this.m_SelectedParticleSystems = new List <ParticleSystem>();
                    flag = true;
                }
                this.m_SelectedParticleSystems.Add(particleSystem2);
                if (!flag2)
                {
                    this.m_ParticleSystemCurveEditor = new ParticleSystemCurveEditor();
                    this.m_ParticleSystemCurveEditor.Init();
                    ParticleSystem[] array3;
                    int num = array3.Length;
                    if (num > 0)
                    {
                        this.m_Emitters = new ParticleSystemUI[num];
                        for (int j = 0; j < num; j++)
                        {
                            this.m_Emitters[j] = new ParticleSystemUI();
                            this.m_Emitters[j].Init(this, new ParticleSystem[]
                            {
                                array3[j]
                            });
                        }
                        this.m_EmittersActiveInHierarchy = particleSystem2.gameObject.activeInHierarchy;
                    }
                }
                goto IL_1E6;
            }
            if (flag3)
            {
                if (flag2)
                {
                    this.m_ParticleSystemCurveEditor = new ParticleSystemCurveEditor();
                    this.m_ParticleSystemCurveEditor.Init();
                    int count = this.m_SelectedParticleSystems.Count;
                    if (count > 0)
                    {
                        this.m_Emitters    = new ParticleSystemUI[1];
                        this.m_Emitters[0] = new ParticleSystemUI();
                        this.m_Emitters[0].Init(this, this.m_SelectedParticleSystems.ToArray());
                        this.m_EmittersActiveInHierarchy = this.m_SelectedParticleSystems[0].gameObject.activeInHierarchy;
                    }
                }
                ParticleSystemUI[] emitters = this.m_Emitters;
                for (int k = 0; k < emitters.Length; k++)
                {
                    ParticleSystemUI particleSystemUI = emitters[k];
                    ModuleUI[]       modules          = particleSystemUI.m_Modules;
                    for (int l = 0; l < modules.Length; l++)
                    {
                        ModuleUI moduleUI = modules[l];
                        if (moduleUI != null)
                        {
                            moduleUI.Validate();
                        }
                    }
                }
                if (ParticleEffectUI.GetAllModulesVisible())
                {
                    this.SetAllModulesVisible(true);
                }
                this.m_EmitterAreaWidth      = EditorPrefs.GetFloat("ParticleSystemEmitterAreaWidth", ParticleEffectUI.k_MinEmitterAreaSize.x);
                this.m_CurveEditorAreaHeight = EditorPrefs.GetFloat("ParticleSystemCurveEditorAreaHeight", ParticleEffectUI.k_MinCurveAreaSize.y);
                this.SetShowOnlySelectedMode(this.m_Owner is ParticleSystemWindow && SessionState.GetBool("ShowSelected" + particleSystem.GetInstanceID(), false));
                this.m_EmitterAreaScrollPos.x = SessionState.GetFloat("CurrentEmitterAreaScroll", 0f);
                if (this.ShouldManagePlaybackState(particleSystem))
                {
                    Vector3 vector = SessionState.GetVector3("SimulationState" + particleSystem.GetInstanceID(), Vector3.zero);
                    if (particleSystem.GetInstanceID() == (int)vector.x)
                    {
                        float z = vector.z;
                        if (z > 0f)
                        {
                            ParticleSystemEditorUtils.playbackTime = z;
                            ParticleSystemEditorUtils.PerformCompleteResimulation();
                        }
                    }
                    if (ParticleEffectUI.m_MainPlaybackSystem != particleSystem)
                    {
                        this.Play();
                    }
                }
            }
            ParticleEffectUI.m_MainPlaybackSystem = particleSystem;
            return(flag3);
        }
 public float GetFloat(string key)
 {
     return(EditorPrefs.GetFloat(key));
 }
Пример #9
0
        public static float GetFloat(string key)
        {
            float defaultValue = 0.0f;

            return(EditorPrefs.GetFloat(key, defaultValue));
        }
Пример #10
0
        // Should be called often to ensure we catch if selected Particle System is dragged in/out of root hierarchy
        public bool InitializeIfNeeded(IEnumerable <ParticleSystem> systems)
        {
            bool anyAdded = false;

            ParticleSystem[] allSystems     = systems.ToArray();
            bool             usingMultiEdit = (allSystems.Count() > 1);

            bool           initializeRequired = false;
            ParticleSystem mainSystem         = null;

            foreach (ParticleSystem shuriken in allSystems)
            {
                ParticleSystem[] shurikens;
                if (!usingMultiEdit)
                {
                    ParticleSystem root = ParticleSystemEditorUtils.GetRoot(shuriken);
                    if (root == null)
                    {
                        continue;
                    }

                    shurikens  = GetParticleSystems(root);
                    mainSystem = root;

                    // Check if we need to re-initialize?
                    if (m_SelectedParticleSystems != null && m_SelectedParticleSystems.Count > 0)
                    {
                        if (root == ParticleSystemEditorUtils.GetRoot(m_SelectedParticleSystems[0]))
                        {
                            if (m_ParticleSystemCurveEditor != null && m_Emitters != null && shurikens.Length == m_Emitters.Length && shuriken.gameObject.activeInHierarchy == m_EmittersActiveInHierarchy)
                            {
                                m_SelectedParticleSystems = new List <ParticleSystem>();
                                m_SelectedParticleSystems.Add(shuriken);

                                if (IsShowOnlySelectedMode())
                                {
                                    RefreshShowOnlySelected(); // always refresh
                                }
                                continue;
                            }
                        }
                    }
                }
                else
                {
                    // in multi-edit mode, we explicitly choose the systems to edit, so don't automatically add child systems or search for the root
                    shurikens  = new ParticleSystem[] { shuriken };
                    mainSystem = shuriken;
                }

                // Cleanup before initializing
                if (m_ParticleSystemCurveEditor != null)
                {
                    Clear();
                }

                // Now initialize
                initializeRequired = true;
                if (!anyAdded)
                {
                    m_SelectedParticleSystems = new List <ParticleSystem>();
                    anyAdded = true;
                }
                m_SelectedParticleSystems.Add(shuriken);

                // Single edit emitter setup
                if (!usingMultiEdit)
                {
                    // Init CurveEditor before modules (they may add curves during construction)
                    m_ParticleSystemCurveEditor = new ParticleSystemCurveEditor();
                    m_ParticleSystemCurveEditor.Init();

                    int numEmitters = shurikens.Length;
                    if (numEmitters > 0)
                    {
                        m_Emitters = new ParticleSystemUI[numEmitters];

                        for (int i = 0; i < numEmitters; ++i)
                        {
                            m_Emitters[i] = new ParticleSystemUI();
                            m_Emitters[i].Init(this, new ParticleSystem[] { shurikens[i] });
                        }

                        m_EmittersActiveInHierarchy = shuriken.gameObject.activeInHierarchy;
                    }
                }
            }

            if (initializeRequired)
            {
                // Multi-edit emitter setup
                if (usingMultiEdit)
                {
                    // Init CurveEditor before modules (they may add curves during construction)
                    m_ParticleSystemCurveEditor = new ParticleSystemCurveEditor();
                    m_ParticleSystemCurveEditor.Init();

                    int numEmitters = m_SelectedParticleSystems.Count;
                    if (numEmitters > 0)
                    {
                        m_Emitters    = new ParticleSystemUI[1];
                        m_Emitters[0] = new ParticleSystemUI();
                        m_Emitters[0].Init(this, m_SelectedParticleSystems.ToArray());
                        m_EmittersActiveInHierarchy = m_SelectedParticleSystems[0].gameObject.activeInHierarchy;
                    }
                }

                // Allow modules to validate their state (the user can have moved emitters around in the hierarchy)
                foreach (ParticleSystemUI e in m_Emitters)
                {
                    foreach (ModuleUI m in e.m_Modules)
                    {
                        if (m != null)
                        {
                            m.Validate();
                        }
                    }
                }

                // Sync to state
                if (GetAllModulesVisible())
                {
                    SetAllModulesVisible(true);
                }

                m_EmitterAreaWidth      = EditorPrefs.GetFloat("ParticleSystemEmitterAreaWidth", k_MinEmitterAreaSize.x);
                m_CurveEditorAreaHeight = EditorPrefs.GetFloat("ParticleSystemCurveEditorAreaHeight", k_MinCurveAreaSize.y);

                // For now only allow ShowOnlySelectedMode for ParticleSystemWindow
                SetShowOnlySelectedMode((m_Owner is ParticleSystemWindow) ? SessionState.GetBool(k_ShowSelectedId + mainSystem.GetInstanceID(), false) : false);

                m_EmitterAreaScrollPos.x = SessionState.GetFloat("CurrentEmitterAreaScroll", 0.0f);

                if (ShouldManagePlaybackState(mainSystem))
                {
                    // Restore lastPlayBackTime if available in session cache
                    Vector3 simulationState = SessionState.GetVector3(k_SimulationStateId + mainSystem.GetInstanceID(), Vector3.zero);
                    if (mainSystem.GetInstanceID() == (int)simulationState.x)
                    {
                        float lastPlayBackTime = simulationState.z;
                        if (lastPlayBackTime > 0f)
                        {
                            ParticleSystemEditorUtils.playbackTime = lastPlayBackTime;
                            ParticleSystemEditorUtils.PerformCompleteResimulation();
                        }
                    }

                    // Play when selecting a new particle effect
                    if (m_MainPlaybackSystem != mainSystem)
                    {
                        Play();
                    }
                }
            }

            m_MainPlaybackSystem = mainSystem;

            return(initializeRequired);
        }
Пример #11
0
 public float GetFloat(string key) =>
 EditorPrefs.GetFloat(key);
Пример #12
0
 public SavedFloat(string name, float value)
 {
     this.m_Name  = name;
     this.m_Value = EditorPrefs.GetFloat(name, value);
 }