public void InspectorInteractionAction() { EditorGUILayout.BeginVertical("box"); interaction.ActiveParent = GUILayout.Toggle(interaction.ActiveParent, "激活【加入子父物体】功能"); if (interaction.ActiveParent) { interaction.AddParent(); interaction.interactionParent.IsSelf = EditorGUILayout.Toggle(new GUIContent(" 本身:", "当进行交互时,交互是否这些本身,True为执行本身,对方不执行。反之同理!"), interaction.interactionParent.IsSelf); interaction.interactionParent.Parent = EditorGUILayout.ObjectField(new GUIContent(" 父对象:", "需要加入子父物体的父对象"), interaction.interactionParent.Parent, typeof(Transform), true) as Transform; interaction.interactionParent.localPosition = EditorGUILayout.Vector3Field(" 局部坐标:", interaction.interactionParent.localPosition); interaction.interactionParent.localRotation = EditorGUILayout.Vector3Field(" 局部旋转值:", interaction.interactionParent.localRotation); } else { interaction.RemoveParent(); } GUILayout.Space(10); interaction.ActiveShadow = GUILayout.Toggle(interaction.ActiveShadow, "激活【虚影】功能"); if (interaction.ActiveShadow) { interaction.AddShadow(); interaction.interactionShadow.isLocal = EditorGUILayout.Toggle(" ·是否使用局部坐标:", interaction.interactionShadow.isLocal); interaction.interactionShadow.IsSelf = EditorGUILayout.Toggle(new GUIContent(" 本身:", "当进行交互时,交互是否执行本身,True为执行本身,对方不执行。反之同理!"), interaction.interactionShadow.IsSelf); interaction.interactionShadow.localPosition = EditorGUILayout.Vector3Field(" 局部坐标:", interaction.interactionShadow.localPosition); interaction.interactionShadow.localRotation = EditorGUILayout.Vector3Field(" 局部旋转值:", interaction.interactionShadow.localRotation); interaction.interactionShadow.type = (ShadowType)EditorGUILayout.EnumPopup(" ·虚影类型:", interaction.interactionShadow.type); if (interaction.interactionShadow.type == ShadowType.Manual) { interaction.interactionShadow.traModelNode = EditorGUILayout.ObjectField(" ·虚影模型:", interaction.interactionShadow.traModelNode, typeof(Transform), true) as Transform; } //interaction.interactionShadow.localScale = EditorGUILayout.Vector3Field("局部大小:", shadow.localScale); interaction.interactionShadow.intension = EditorGUILayout.Slider(" ·虚影透明度:", interaction.interactionShadow.intension, 0.1f, 0.9f); interaction.interactionShadow.renderQueue = EditorGUILayout.IntField(" ·Shader渲染层级:", interaction.interactionShadow.renderQueue); //interaction.interactionShadow.color=EditorGUILayout.ColorField(" ·虚影透明度:",interaction.interactionShadow.color); interaction.interactionShadow.shaderName = EditorGUILayout.TextField(" ·虚影shader名:", interaction.interactionShadow.shaderName); interaction.interactionShadow.isReUpdate = EditorGUILayout.Toggle(" ·每次交互更新虚影:", interaction.interactionShadow.isReUpdate); } else { interaction.RemoveShadow(); } EditorGUILayout.EndVertical(); }
public void InspectorInteractionAction() { EditorGUILayout.BeginVertical("box"); interaction.ActiveParent = GUILayout.Toggle(interaction.ActiveParent, "激活【加入子父物体】功能"); if (interaction.ActiveParent) { interaction.AddParent(); interaction.interactionParent.IsSelf = EditorGUILayout.Toggle(new GUIContent(" 本身:", "当进行交互时,交互是否这些本身,True为执行本身,对方不执行。反之同理!"), interaction.interactionParent.IsSelf); interaction.interactionParent.Parent = EditorGUILayout.ObjectField(new GUIContent(" 父对象:", "需要加入子父物体的父对象"), interaction.interactionParent.Parent, typeof(Transform), true) as Transform; interaction.interactionParent.localPosition = EditorGUILayout.Vector3Field(" 局部坐标:", interaction.interactionParent.localPosition); interaction.interactionParent.localRotation = EditorGUILayout.Vector3Field(" 局部旋转值:", interaction.interactionParent.localRotation); } else { interaction.RemoveParent(); } GUILayout.Space(10); interaction.ActiveShadow = GUILayout.Toggle(interaction.ActiveShadow, "激活【虚影】功能"); if (interaction.ActiveShadow) { interaction.AddShadow(); interaction.interactionShadow.IsSelf = EditorGUILayout.Toggle(new GUIContent(" 本身:", "当进行交互时,交互是否执行本身,True为执行本身,对方不执行。反之同理!"), interaction.interactionShadow.IsSelf); interaction.interactionShadow.localPosition = EditorGUILayout.Vector3Field(" 局部坐标:", interaction.interactionShadow.localPosition); interaction.interactionShadow.localRotation = EditorGUILayout.Vector3Field(" 局部旋转值:", interaction.interactionShadow.localRotation); //interaction.interactionShadow.localScale = EditorGUILayout.Vector3Field("局部大小:", shadow.localScale); } else { interaction.RemoveShadow(); } EditorGUILayout.EndVertical(); }