/**
         * Inspector上のGUI表示.
         */
        public override void OnInspectorGUI()
        {
            // 変数の初期化
            m_View = this.target as MonobitTransformView;
            if (m_View == null)
            {
                return;
            }

            // Transformの同期に関する設定の表示
            SyncSetting("Position", ref m_View.m_SyncPosition);
            SyncSetting("Rotation", ref m_View.m_SyncRotation);
            SyncSetting("Scale", ref m_View.m_SyncScale);

            // ワープに関する設定の表示
            SnapSetting();

            // データの更新
            if (GUI.changed)
            {
                serializedObject.ApplyModifiedProperties();
                EditorUtility.SetDirty(m_View);
                MonobitEditor.MarkSceneDirty();
            }
        }
示例#2
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        /**
         * @brief	Inspector上のGUI表示.
         */
        public override void OnInspectorGUI()
        {
            // 変数取得
            m_Player = target as MonobitStreamingPlayer;
            if (m_Player == null)
            {
                return;
            }

            // ゲイン調整
            m_Player.CurrentGainDecibel = EditorGUILayout.IntSlider("Current Gain (dB)", m_Player.CurrentGainDecibel, -96, 96);

            // バッファリング数
            m_Player.BufferCount = EditorGUILayout.IntSlider("Buffer Count", m_Player.BufferCount, 0, 500);

            // 残バッファ数
            Rect   rect          = GUILayoutUtility.GetRect(20, 20);
            float  remain_buffer = 0f;
            string remain_string = null;

            if (EditorApplication.isPlaying)
            {
                remain_buffer = m_Player.RemainTime > 1 ? 100f : (float)m_Player.RemainTime;
                remain_string = String.Format("Remain Buffer ({0:0.000}%)", remain_buffer);
            }
            else
            {
                remain_buffer = 0f;
                remain_string = "Remain Buffer (0.000%)";
            }
            EditorGUI.ProgressBar(rect, remain_buffer, remain_string);

            // 許容タイムラグ
            m_Player.AllowLagMs = EditorGUILayout.IntSlider("Allow time lag (ms)", m_Player.AllowLagMs, 100, 10000);

            // クリップ再生バッファ
            m_Player.ClipPlaybackSec = EditorGUILayout.IntSlider("Playback buffer (sec)", m_Player.ClipPlaybackSec, 3, 10);

            // セーブ
            if (GUI.changed)
            {
                serializedObject.ApplyModifiedProperties();
                EditorUtility.SetDirty(m_Player);
                MonobitEditor.MarkSceneDirty();
            }
        }
        /**
         * Inspector上のGUI表示.
         */
        public override void OnInspectorGUI()
        {
            // 変数の初期化
            this.m_View              = this.target as MonobitAnimatorView;
            this.m_View.m_Animator   = m_View.GetComponent <Animator>();
            this.m_View.m_Controller = m_View.GetAnimController();
            if (this.m_View == null)
            {
                return;
            }
            if (this.m_View.m_Animator == null)
            {
                EditorGUILayout.HelpBox("It doesn't have an Animator Component.", MessageType.Warning, true);
                return;
            }
            if (this.m_View.m_Controller == null)
            {
                EditorGUILayout.HelpBox("It doesn't have an Animator Controller in Animator Component.", MessageType.Warning, true);
                return;
            }

            // アニメーションレイヤー情報の更新
            m_View.UpdateAnimLayer();

            // アニメーションパラメータ情報の更新
            m_View.UpdateAnimParameter();

            // アニメーションレイヤーの設定
            AnimLayerSetting();

            // アニメーションパラメータの設定
            AnimParamSetting();

            // データの更新
            if (GUI.changed)
            {
                serializedObject.ApplyModifiedProperties();
                EditorUtility.SetDirty(m_View);
                MonobitEditor.MarkSceneDirty();
            }
        }
        /**
         * @brief   Inspector上のGUI表示.
         */
        public override void OnInspectorGUI()
        {
            // 変数取得
            m_View = target as MonobitView;
            if (m_View == null)
            {
                return;
            }

            bool bPrefab = EditorUtility.IsPersistent(m_View.gameObject);

            // 監視コンポーネントリストの初期化
            InitializeObservedComponentList();

            // 統括設定
            GeneralSettings(bPrefab);

            // 監視コンポーネントリストの設定
            try
            {
                ObservedComponentListSettings();
            }
            catch (Exception)
            {
            }

            // セーブ
            if (GUI.changed)
            {
                serializedObject.ApplyModifiedProperties();
                EditorUtility.SetDirty(m_View);
                if (!bPrefab)
                {
                    MonobitEditor.MarkSceneDirty();
                }
            }
        }
        /**
         * @brief	Inspector上のGUI表示.
         */
        public override void OnInspectorGUI()
        {
            // 変数取得
            m_Voice = target as MonobitVoice;
            if (m_Voice == null)
            {
                return;
            }

            // Version
            EditorGUILayout.BeginHorizontal();
            GUI.enabled = false;
            EditorGUILayout.TextField("MonobitVoice Version", string.Format("0x{0:x8}", m_Voice.Version), EditorStyles.boldLabel);
            GUI.enabled = true;
            EditorGUILayout.EndHorizontal();

            // SendStreamType
            m_Voice.SendStreamType = (StreamType)EditorGUILayout.EnumPopup("Send Stream Type", m_Voice.SendStreamType);

            // ReliableMode
            m_Voice.ReliableMode = EditorGUILayout.Toggle("Reliable Mode", m_Voice.ReliableMode);

            // Encrypt
            m_Voice.Encrypt = EditorGUILayout.Toggle("Encrypt", m_Voice.Encrypt);

            // Surround 3D
            m_Voice.Surround3D = EditorGUILayout.Toggle("Surround 3D", m_Voice.Surround3D);

            // Call Bps Callback
            m_Voice.ShowVoiceDataBps = EditorGUILayout.Toggle("Call bps callback", m_Voice.ShowVoiceDataBps);

            // PlaybackVoice Local Check
            m_Voice.PlaybackVoiceLocalNoCheck = EditorGUILayout.Toggle("Playback Voice Local NoCheck", m_Voice.PlaybackVoiceLocalNoCheck);

            // Debug Mode
            m_Voice.DebugMode = EditorGUILayout.Toggle("Debug Mode", m_Voice.DebugMode);

            // VAD
            m_bVADFoldout = EditorGUILayout.Foldout(m_bVADFoldout, "Voice Activity Detector (VAD)");
            if (m_bVADFoldout)
            {
                EditorGUI.indentLevel = 1;
                SetupVAD();
                EditorGUI.indentLevel = 0;
            }

            // Opus Codecの設定
            m_bOpusCodecFoldout = EditorGUILayout.Foldout(m_bOpusCodecFoldout, "Opus Codec Settings");
            if (m_bOpusCodecFoldout)
            {
                EditorGUI.indentLevel = 1;
                SetupOpusCodec();
                EditorGUI.indentLevel = 0;
            }

            // セーブ
            if (GUI.changed)
            {
                serializedObject.ApplyModifiedProperties();
                EditorUtility.SetDirty(m_Voice);
                MonobitEditor.MarkSceneDirty();
            }
        }