Пример #1
0
        public virtual void OnSceneGUI()
        {
            if (!target)
            {
                return;
            }
            var c = (Camera)target;

            if (!CameraEditorUtils.IsViewportRectValidToRender(c.rect))
            {
                return;
            }

            Vector2 currentMainGameViewTargetSize = PreviewEditorWindow.GetMainPreviewTargetSize();

            if (s_PreviousMainGameViewTargetSize != currentMainGameViewTargetSize)
            {
                // a gameView size change can affect horizontal FOV, refresh the inspector when that happens.
                Repaint();
                s_PreviousMainGameViewTargetSize = currentMainGameViewTargetSize;
            }
            SceneViewOverlay.Window(EditorGUIUtility.TrTextContent("Camera Preview"), OnOverlayGUI, (int)SceneViewOverlay.Ordering.Camera, target, SceneViewOverlay.WindowDisplayOption.OneWindowPerTarget);

            CameraEditorUtils.HandleFrustum(c, referenceTargetIndex);
        }
Пример #2
0
        static internal void InitPlaymodeLayout()
        {
            m_PreviewWindow = WindowLayout.ShowAppropriateViewOnEnterExitPlaymode(true) as PreviewEditorWindow;
            if (m_PreviewWindow == null)
            {
                return;
            }

            if (m_PreviewWindow.maximizeOnPlay)
            {
                DockArea da = m_PreviewWindow.m_Parent as DockArea;

                if (da != null)
                {
                    m_MaximizePending = WindowLayout.MaximizePrepare(da.actualView);
                }
            }

            // Mark this preview window as the start preview so the backend
            // can set size and mouseoffset properly for this preview
            m_PreviewWindow.m_Parent.SetAsStartView();
            m_PreviewWindow.m_Parent.SetAsLastPlayModeView();

            Toolbar.RepaintToolbar();
        }
Пример #3
0
        void PollSplashState()
        {
            // Force the GameViews to repaint whilst showing the splash(1166664)
            PreviewEditorWindow.RepaintAll();

            // When the splash screen is playing we need to keep track so that we can update the preview button when it has finished.
            if (SplashScreen.isFinished)
            {
                m_Owner.Repaint();
                EditorApplication.update -= PollSplashState;
            }
        }
Пример #4
0
        internal static float GetGameViewAspectRatio()
        {
            Vector2 gameViewSize = PreviewEditorWindow.GetMainPreviewTargetSize();

            if (gameViewSize.x < 0f)
            {
                // Fallback to Scene View of not a valid game view size
                gameViewSize.x = Screen.width;
                gameViewSize.y = Screen.height;
            }

            return(gameViewSize.x / gameViewSize.y);
        }
Пример #5
0
        internal static PreviewEditorWindow GetMainPreviewWindow()
        {
            if (s_LastFocused == null && s_PreviewWindows != null)
            {
                RemoveDisabledWindows();
                if (s_PreviewWindows.Count > 0)
                {
                    s_LastFocused = s_PreviewWindows[0];
                }
            }

            return(s_LastFocused);
        }
 protected void SetFocus(bool focused)
 {
     if (!focused && s_LastFocused == this)
     {
         InternalEditorUtility.OnGameViewFocus(false);
     }
     else if (focused)
     {
         InternalEditorUtility.OnGameViewFocus(true);
         s_LastFocused = this;
         Repaint();
     }
 }
        void InitEffectUI()
        {
            if (!m_IsVisible)
            {
                return;
            }

            // Use locked particle system if set otherwise check selected gameobject
            ParticleSystem target = ParticleSystemEditorUtils.lockedParticleSystem;

            if (target == null && Selection.activeGameObject != null)
            {
                target = Selection.activeGameObject.GetComponent <ParticleSystem>();
            }

            m_Target = target;
            if (m_Target != null)
            {
                if (m_ParticleEffectUI == null)
                {
                    m_ParticleEffectUI = new ParticleEffectUI(this);
                }

                if (m_ParticleEffectUI.InitializeIfNeeded(new ParticleSystem[] { m_Target }))
                {
                    Repaint();
                }
            }

            // Cleanup if needed
            if (m_Target == null && m_ParticleEffectUI != null)
            {
                Clear();
                Repaint();
                SceneView.RepaintAll();
                PreviewEditorWindow.RepaintAll();
            }
        }
Пример #8
0
 static private void Clear()
 {
     m_MaximizePending = false;
     m_PreviewWindow   = null;
 }
Пример #9
0
 static internal void RepaintSceneAndGameViews()
 {
     SceneView.RepaintAll();
     PreviewEditorWindow.RepaintAll();
 }
Пример #10
0
 internal static Vector2 GetMainPreviewSize()
 {
     return(PreviewEditorWindow.GetMainPreviewTargetSize());
 }
Пример #11
0
        public virtual void OnOverlayGUI(Object target, SceneView sceneView)
        {
            if (target == null)
            {
                return;
            }

            var c = (Camera)target;

            // Do not render the Camera Preview overlay if the target camera is not part of the stage the SceneView is rendering
            var targetStage    = StageUtility.GetStageHandle(c.gameObject);
            var sceneViewStage = StageUtility.GetStageHandle(sceneView.customScene);

            if (targetStage != sceneViewStage)
            {
                return;
            }

            Vector2 previewSize = c.targetTexture ? new Vector2(c.targetTexture.width, c.targetTexture.height) : PreviewEditorWindow.GetMainPreviewTargetSize();

            if (previewSize.x < 0f)
            {
                // Fallback to Scene View of not a valid game view size
                previewSize.x = sceneView.position.width;
                previewSize.y = sceneView.position.height;
            }

            // Apply normalizedviewport rect of camera
            Rect normalizedViewPortRect = c.rect;

            // clamp normalized rect in [0,1]
            normalizedViewPortRect.xMin = Math.Max(normalizedViewPortRect.xMin, 0f);
            normalizedViewPortRect.yMin = Math.Max(normalizedViewPortRect.yMin, 0f);
            normalizedViewPortRect.xMax = Math.Min(normalizedViewPortRect.xMax, 1f);
            normalizedViewPortRect.yMax = Math.Min(normalizedViewPortRect.yMax, 1f);

            previewSize.x *= Mathf.Max(normalizedViewPortRect.width, 0f);
            previewSize.y *= Mathf.Max(normalizedViewPortRect.height, 0f);

            // Prevent using invalid previewSize
            if (previewSize.x < 1f || previewSize.y < 1f)
            {
                return;
            }

            float aspect = previewSize.x / previewSize.y;

            // Scale down (fit to scene view)
            previewSize.y = kPreviewNormalizedSize * sceneView.position.height;
            previewSize.x = previewSize.y * aspect;
            if (previewSize.y > sceneView.position.height * 0.5f)
            {
                previewSize.y = sceneView.position.height * 0.5f;
                previewSize.x = previewSize.y * aspect;
            }
            if (previewSize.x > sceneView.position.width * 0.5f)
            {
                previewSize.x = sceneView.position.width * 0.5f;
                previewSize.y = previewSize.x / aspect;
            }

            // Get and reserve rect
            Rect cameraRect = GUILayoutUtility.GetRect(previewSize.x, previewSize.y);

            if (Event.current.type == EventType.Repaint)
            {
                // setup camera and render
                previewCamera.CopyFrom(c);

                // make sure the preview camera is rendering the same stage as the SceneView is
                previewCamera.scene = sceneView.customScene;

                // also make sure to sync any Skybox component on the preview camera
                var dstSkybox = previewCamera.GetComponent <Skybox>();
                if (dstSkybox)
                {
                    var srcSkybox = c.GetComponent <Skybox>();
                    if (srcSkybox && srcSkybox.enabled)
                    {
                        dstSkybox.enabled  = true;
                        dstSkybox.material = srcSkybox.material;
                    }
                    else
                    {
                        dstSkybox.enabled = false;
                    }
                }


                var previewTexture = GetPreviewTextureWithSize((int)cameraRect.width, (int)cameraRect.height);
                previewTexture.antiAliasing = Mathf.Max(1, QualitySettings.antiAliasing);
                previewCamera.targetTexture = previewTexture;
                previewCamera.pixelRect     = new Rect(0, 0, cameraRect.width, cameraRect.height);

                Handles.EmitGUIGeometryForCamera(c, previewCamera);


                if (c.usePhysicalProperties)
                {
                    // when sensor size is reduced, the previous frame is still visible behing so we need to clear the texture before rendering.
                    RenderTexture rt = RenderTexture.active;
                    RenderTexture.active = previewTexture;
                    GL.Clear(false, true, Color.clear);
                    RenderTexture.active = rt;
                }

                previewCamera.Render();
                Graphics.DrawTexture(cameraRect, previewTexture, new Rect(0, 0, 1, 1), 0, 0, 0, 0, GUI.color, EditorGUIUtility.GUITextureBlit2SRGBMaterial);
            }
        }
Пример #12
0
        private void CommandBufferGUI()
        {
            // Command buffers are not serialized data, so can't get to them through
            // serialized property (hence no multi-edit).
            if (targets.Length != 1)
            {
                return;
            }
            var cam = target as Camera;

            if (cam == null)
            {
                return;
            }
            int count = cam.commandBufferCount;

            if (count == 0)
            {
                return;
            }

            m_CommandBuffersShown = GUILayout.Toggle(m_CommandBuffersShown, GUIContent.Temp(count + " command buffers"), EditorStyles.foldout);
            if (!m_CommandBuffersShown)
            {
                return;
            }
            EditorGUI.indentLevel++;
            foreach (CameraEvent ce in (CameraEvent[])System.Enum.GetValues(typeof(CameraEvent)))
            {
                CommandBuffer[] cbs = cam.GetCommandBuffers(ce);
                foreach (CommandBuffer cb in cbs)
                {
                    using (new GUILayout.HorizontalScope())
                    {
                        // row with event & command buffer information label
                        Rect rowRect = GUILayoutUtility.GetRect(GUIContent.none, EditorStyles.miniLabel);
                        rowRect.xMin += EditorGUI.indent;
                        Rect minusRect = GetRemoveButtonRect(rowRect);
                        rowRect.xMax = minusRect.x;
                        GUI.Label(rowRect, string.Format("{0}: {1} ({2})", ce, cb.name, EditorUtility.FormatBytes(cb.sizeInBytes)), EditorStyles.miniLabel);
                        // and a button to remove it
                        if (GUI.Button(minusRect, Styles.iconRemove, Styles.invisibleButton))
                        {
                            cam.RemoveCommandBuffer(ce, cb);
                            SceneView.RepaintAll();
                            PreviewEditorWindow.RepaintAll();
                            GUIUtility.ExitGUI();
                        }
                    }
                }
            }
            // "remove all" button
            using (new GUILayout.HorizontalScope())
            {
                GUILayout.FlexibleSpace();
                if (GUILayout.Button("Remove all", EditorStyles.miniButton))
                {
                    cam.RemoveAllCommandBuffers();
                    SceneView.RepaintAll();
                    PreviewEditorWindow.RepaintAll();
                }
            }
            EditorGUI.indentLevel--;
        }
Пример #13
0
 public RenderingPreview(PreviewEditorWindow previewWindow)
 {
     PreviewEditorWindow.s_RenderingPreview = previewWindow;
 }
Пример #14
0
        private void BuiltinCustomSplashScreenGUI()
        {
            EditorGUILayout.LabelField(k_Texts.splashTitle, EditorStyles.boldLabel);

            using (new EditorGUI.DisabledScope(!licenseAllowsDisabling))
            {
                EditorGUILayout.PropertyField(m_ShowUnitySplashScreen, k_Texts.showSplash);
                if (!m_ShowUnitySplashScreen.boolValue)
                {
                    return;
                }
            }

            GUIContent buttonLabel       = SplashScreen.isFinished ? k_Texts.previewSplash : k_Texts.cancelPreviewSplash;
            Rect       previewButtonRect = GUILayoutUtility.GetRect(buttonLabel, "button");

            previewButtonRect = EditorGUI.PrefixLabel(previewButtonRect, new GUIContent(" "));
            if (GUI.Button(previewButtonRect, buttonLabel))
            {
                if (SplashScreen.isFinished)
                {
                    SplashScreen.Begin();
                    PreviewEditorWindow.RepaintAll();
                    var preview = PreviewEditorWindow.GetMainPreviewWindow();
                    if (preview)
                    {
                        preview.Focus();
                    }
                    EditorApplication.update += PollSplashState;
                }
                else
                {
                    SplashScreen.Stop(SplashScreen.StopBehavior.StopImmediate);
                    EditorApplication.update -= PollSplashState;
                }

                GameView.RepaintAll();
            }

            EditorGUILayout.PropertyField(m_SplashScreenLogoStyle, k_Texts.splashStyle);

            // Animation
            EditorGUILayout.PropertyField(m_SplashScreenAnimation, k_Texts.animate);
            m_ShowAnimationControlsAnimator.target = m_SplashScreenAnimation.intValue == (int)PlayerSettings.SplashScreen.AnimationMode.Custom;

            if (EditorGUILayout.BeginFadeGroup(m_ShowAnimationControlsAnimator.faded))
            {
                EditorGUI.indentLevel++;
                EditorGUILayout.Slider(m_SplashScreenLogoAnimationZoom, 0.0f, 1.0f, k_Texts.logoZoom);
                EditorGUILayout.Slider(m_SplashScreenBackgroundAnimationZoom, 0.0f, 1.0f, k_Texts.backgroundZoom);
                EditorGUI.indentLevel--;
            }
            EditorGUILayout.EndFadeGroup();

            EditorGUILayout.Space();

            // Logos
            EditorGUILayout.LabelField(k_Texts.logosTitle, EditorStyles.boldLabel);
            using (new EditorGUI.DisabledScope(!Application.HasProLicense()))
            {
                EditorGUI.BeginChangeCheck();
                EditorGUILayout.PropertyField(m_ShowUnitySplashLogo, k_Texts.showLogo);
                if (EditorGUI.EndChangeCheck())
                {
                    if (!m_ShowUnitySplashLogo.boolValue)
                    {
                        RemoveUnityLogoFromLogosList();
                    }
                    else if (m_SplashScreenDrawMode.intValue == (int)PlayerSettings.SplashScreen.DrawMode.AllSequential)
                    {
                        AddUnityLogoToLogosList();
                    }
                }

                m_ShowLogoControlsAnimator.target = m_ShowUnitySplashLogo.boolValue;
            }

            if (EditorGUILayout.BeginFadeGroup(m_ShowLogoControlsAnimator.faded))
            {
                EditorGUI.BeginChangeCheck();
                var oldDrawmode = m_SplashScreenDrawMode.intValue;
                EditorGUILayout.PropertyField(m_SplashScreenDrawMode, k_Texts.drawMode);
                if (oldDrawmode != m_SplashScreenDrawMode.intValue)
                {
                    if (m_SplashScreenDrawMode.intValue == (int)PlayerSettings.SplashScreen.DrawMode.UnityLogoBelow)
                    {
                        RemoveUnityLogoFromLogosList();
                    }
                    else
                    {
                        AddUnityLogoToLogosList();
                    }
                }
            }
            EditorGUILayout.EndFadeGroup();

            m_LogoList.DoLayoutList();
            EditorGUILayout.Space();

            // Background
            EditorGUILayout.LabelField(k_Texts.backgroundTitle, EditorStyles.boldLabel);
            EditorGUILayout.Slider(m_SplashScreenOverlayOpacity, Application.HasProLicense() ? k_MinProEditionOverlayOpacity : k_MinPersonalEditionOverlayOpacity, 1.0f, k_Texts.overlayOpacity);
            m_ShowBackgroundColorAnimator.target = m_SplashScreenBackgroundLandscape.objectReferenceValue == null;
            if (EditorGUILayout.BeginFadeGroup(m_ShowBackgroundColorAnimator.faded))
            {
                EditorGUILayout.PropertyField(m_SplashScreenBackgroundColor, k_Texts.backgroundColor);
            }
            EditorGUILayout.EndFadeGroup();

            EditorGUILayout.PropertyField(m_SplashScreenBlurBackground, k_Texts.blurBackground);
            EditorGUI.BeginChangeCheck();
            ObjectReferencePropertyField <Sprite>(m_SplashScreenBackgroundLandscape, k_Texts.backgroundImage);
            if (EditorGUI.EndChangeCheck() && m_SplashScreenBackgroundLandscape.objectReferenceValue == null)
            {
                m_SplashScreenBackgroundPortrait.objectReferenceValue = null;
            }

            using (new EditorGUI.DisabledScope(m_SplashScreenBackgroundLandscape.objectReferenceValue == null))
            {
                ObjectReferencePropertyField <Sprite>(m_SplashScreenBackgroundPortrait, k_Texts.backgroundPortraitImage);
            }
        }