public void Setup(LightUnit unit, SerializedHDLight light, Editor owner) { m_Unit = unit; m_Light = light; m_Editor = owner; // Cache the spot reflector state as we will need to revert back to it after treating the slider as point light. m_SpotReflectorEnabled = light.enableSpotReflector.boolValue; }
public AreaLightEmissiveMeshObjectEditionScope(SerializedHDLight serialized) { m_Serialized = serialized; foreach (GameObject emissiveMesh in m_Serialized.emissiveMeshes) { emissiveMesh.hideFlags &= ~HideFlags.NotEditable; } m_Serialized.areaLightEmissiveMeshLayer.serializedObject.Update(); }
public AreaLightShapeEditionScope(Rect rect, GUIContent label, SerializedHDLight serialized) { EditorGUI.BeginProperty(rect, label, serialized.pointLightHDType); EditorGUI.BeginProperty(rect, label, serialized.settings.lightType); EditorGUI.BeginProperty(rect, label, serialized.areaLightShapeProperty); }
void DrawPunctualLightUnitSlider(LightUnit lightUnit, SerializedProperty value, Rect rect, SerializedHDLight light, Editor owner) { k_PunctualLightUnitSlider.Setup(lightUnit, light, owner); float val = value.floatValue; k_PunctualLightUnitSlider.Draw(rect, value, ref val); if (val != value.floatValue) { value.floatValue = val; } }
public void Draw(HDLightType type, LightUnit lightUnit, SerializedProperty value, Rect rect, SerializedHDLight light, Editor owner) { using (new EditorGUI.IndentLevelScope(-EditorGUI.indentLevel)) { if (type == HDLightType.Directional) { DrawDirectionalUnitSlider(value, rect); } else { DrawPunctualLightUnitSlider(lightUnit, value, rect, light, owner); } } }
void DrawPunctualLightUnitSlider(LightUnit lightUnit, SerializedProperty value, Rect rect, SerializedHDLight light, Editor owner) { k_PunctualLightUnitSlider.Setup(lightUnit, light, owner); k_PunctualLightUnitSlider.Draw(rect, value); }
public void Setup(LightUnit unit, SerializedHDLight light, Editor owner) { m_Unit = unit; m_Light = light; m_Editor = owner; }