public void Draw(TextBuilder text, TextBatcher textBatcher, DemoSet demoSet, Vector2 position, float textHeight, Vector3 textColor, Font font) { if (TrackingInput) { text.Clear().Append("Swap demo to: "); if (TargetDemoIndex >= 0) { text.Append(TargetDemoIndex); } else { text.Append("_"); } textBatcher.Write(text, position, textHeight, textColor, font); var lineSpacing = textHeight * 1.1f; position.Y += textHeight * 0.5f; textHeight *= 0.8f; for (int i = 0; i < demoSet.Count; ++i) { position.Y += lineSpacing; text.Clear().Append(demoSet.GetName(i)); textBatcher.Write(text.Clear().Append(i).Append(": ").Append(demoSet.GetName(i)), position, textHeight, textColor, font); } } }
void SetDemoSet(int setIndex) { if (setIndex >= sets.Length) { return; } DemoSet newSet; if (setIndex < 0) { newSet = new DemoSet(ramps, lookups); } else { newSet = sets[setIndex]; } for (int i = 0; i < materials.Count; i++) { if (materials[i].HasProperty("_Color")) { materials[i].SetColor("_Color", newSet._Color); } if (materials[i].HasProperty("_Color1")) { materials[i].SetColor("_Color1", newSet._Color1); } if (materials[i].HasProperty("_Ramp")) { materials[i].SetTexture("_Ramp", newSet._Ramp); } if (materials[i].HasProperty("_Lookup")) { materials[i].SetTexture("_Lookup", newSet._Lookup); } if (materials[i].HasProperty("_ColorControl")) { materials[i].SetTexture("_ColorControl", newSet._ColorControl); } if (materials[i].HasProperty("_Threshold")) { materials[i].SetFloat("_Threshold", newSet._Threshold); } if (materials[i].HasProperty("_LightBalance")) { materials[i].SetFloat("_LightBalance", newSet._LightBalance); } if (materials[i].HasProperty("_Offset")) { materials[i].SetFloat("_Offset", newSet._Offset); } if (materials[i].HasProperty("_Scale")) { materials[i].SetFloat("_Scale", newSet._Scale); } if (materials[i].HasProperty("_Levels")) { materials[i].SetFloat("_Levels", newSet._Levels); } if (materials[i].HasProperty("_Brightness")) { materials[i].SetFloat("_Brightness", newSet._Brightness); } if (materials[i].HasProperty("_Contrast")) { materials[i].SetFloat("_Contrast", newSet._Contrast); } if (materials[i].HasProperty("_Shine")) { materials[i].SetFloat("_Shine", newSet._Shine); } RenderSettings.ambientLight = newSet.ambientLight; } }