示例#1
0
        void Section_Performance()
        {
            if (tools.ShowSection("Performance & Fidelity", ref manager.showPerformance))
            {
                tools.StartEdit(manager, "Change Performance Settings");

                tools.BoldLabel("Update Rates (low=fast, high=pretty):");

                tools.BoolOption("Render Depths Seperately", ref manager.renderDepthsSeperately);

                if (manager.renderDepthsSeperately)
                {
                    //	DEPTH TECHNIQUE 1.1
                    tools.FloatOption("Front Depth", ref manager.frontUpdateRate, GlassManager.min_updateRates, GlassManager.max_updateRates);
                    tools.FloatOption("Back Depth", ref manager.backUpdateRate, GlassManager.min_updateRates, GlassManager.max_updateRates);
                    tools.FloatOption("Other Depth", ref manager.otherUpdateRate, GlassManager.min_updateRates, GlassManager.max_updateRates);
                }
                else
                {
                    tools.FloatOption("All Depths", ref manager.depthUpdateRate, GlassManager.min_updateRates, GlassManager.max_updateRates);
                }
                //  NORMAL TECHNIQUE 1
                //tools.FloatOption("High Cam Data (direction)", ref manager.camHighUpdateRate, GlassManager.min_updateRates, GlassManager.max_updateRates);
                tools.FloatOption("Depth Near/Far", ref manager.camLowUpdateRate, GlassManager.min_updateRates, GlassManager.max_updateRates);

                tools.BoldLabel("Update Delays (high=fast, low=pretty):");
                tools.IntOption("Depth Wait", ref manager.depthWait, 0, 50);

                EditorGUILayout.BeginHorizontal();

                if (tools.Button("Performance Preset"))
                {
                    manager.frontUpdateRate        = GlassManager.default_low_frontUpdateRate;
                    manager.backUpdateRate         = GlassManager.default_low_backUpdateRate;
                    manager.otherUpdateRate        = GlassManager.default_low_otherUpdateRate;
                    manager.camHighUpdateRate      = GlassManager.default_low_camHighUpdateRate;
                    manager.camLowUpdateRate       = GlassManager.default_low_camLowUpdateRate;
                    manager.depthWait              = GlassManager.default_low_depthWait;
                    manager.renderDepthsSeperately = GlassManager.default_low_renderDepthSeperately;
                }

                if (tools.Button("Balanced Preset"))
                {
                    manager.frontUpdateRate        = GlassManager.default_med_frontUpdateRate;
                    manager.backUpdateRate         = GlassManager.default_med_backUpdateRate;
                    manager.otherUpdateRate        = GlassManager.default_med_otherUpdateRate;
                    manager.camHighUpdateRate      = GlassManager.default_med_camHighUpdateRate;
                    manager.camLowUpdateRate       = GlassManager.default_med_camLowUpdateRate;
                    manager.depthWait              = GlassManager.default_med_depthWait;
                    manager.renderDepthsSeperately = GlassManager.default_med_renderDepthSeperately;
                }

                if (tools.Button("Quality Preset"))
                {
                    manager.frontUpdateRate        = GlassManager.default_frontUpdateRate;
                    manager.backUpdateRate         = GlassManager.default_backUpdateRate;
                    manager.otherUpdateRate        = GlassManager.default_otherUpdateRate;
                    manager.camHighUpdateRate      = GlassManager.default_camHighUpdateRate;
                    manager.camLowUpdateRate       = GlassManager.default_camLowUpdateRate;
                    manager.depthWait              = GlassManager.default_depthWait;
                    manager.renderDepthsSeperately = GlassManager.default_renderDepthSeperately;
                }

                EditorGUILayout.EndHorizontal();

                tools.FinishEdit(manager, true);

                tools.EndSection(true);
            }
        }