protected override void OnInspector()
        {
            DrawDefault("activation", "This allows you to control when this component actually activates and becomes ready for painting. You probably don't need to change this.");

            DrawDefault("otherRenderers", "If this material is used in multiple renderers, you can specify them here. This usually happens with different LOD levels.");

            Separator();

            if (Any(t => t.GetComponent <P3dPaintableTexture>() == null))
            {
                EditorGUILayout.HelpBox("Your paintable doesn't have any paintable textures!", MessageType.Warning);
            }

            if (Button("Add Material Cloner") == true)
            {
                Each(t => t.gameObject.AddComponent <P3dMaterialCloner>());
            }

            if (Button("Add Paintable Texture") == true)
            {
                Each(t => t.gameObject.AddComponent <P3dPaintableTexture>());
            }

            if (Button("Analyze Mesh") == true)
            {
                P3dMeshAnalysis.OpenWith(Target.gameObject);
            }
        }
示例#2
0
        protected override void OnInspector()
        {
            Draw("activation", "This allows you to control when this component actually activates and becomes ready for painting. You probably don't need to change this.");
            Draw("baseScale", "If you want the paintable texture width/height to be multiplied by the scale of this GameObject, this allows you to set the scale where you want the multiplier to be 1.");
            Draw("includeScale", "Transform the mesh with its position, rotation, and scale? Some skinned mesh setups require this to be disabled.");
            Draw("otherRenderers", "If this material is used in multiple renderers, you can specify them here. This usually happens with different LOD levels.");

            Separator();

            if (Any(t => t.GetComponent <P3dPaintableTexture>() == null))
            {
                EditorGUILayout.HelpBox("Your paintable doesn't have any paintable textures!", MessageType.Warning);
            }

            if (Button("Add Material Cloner") == true)
            {
                Each(t => t.gameObject.AddComponent <P3dMaterialCloner>());
            }

            if (Button("Add Paintable Texture") == true)
            {
                Each(t => t.gameObject.AddComponent <P3dPaintableTexture>());
            }

            if (Button("Analyze Mesh") == true)
            {
                P3dMeshAnalysis.OpenWith(Target.gameObject);
            }
        }
        protected override void OnInspector()
        {
            TARGET tgt; TARGET[] tgts; GetTargets(out tgt, out tgts);

            if (Any(tgts, t => t.Activated == true))
            {
                Info("This component has been activated.");
            }

            if (Any(tgts, t => t.Activated == true && Application.isPlaying == false))
            {
                Error("This component shouldn't be activated during edit mode. Deactivate it from the component context menu.");
            }

            Draw("activation", "This allows you to control when this component actually activates and becomes ready for painting. You probably don't need to change this.");

            Separator();

            if (Any(tgts, t => t.GetComponentInChildren <P3dPaintableTexture>() == null))
            {
                Warning("Your paintable doesn't have any paintable textures!");
            }

            if (Button("Add Material Cloner") == true)
            {
                Each(tgts, t => t.gameObject.AddComponent <P3dMaterialCloner>());
            }

            if (Button("Add Paintable Texture") == true)
            {
                Each(tgts, t => t.gameObject.AddComponent <P3dPaintableTexture>());
            }

            if (Button("Analyze Mesh") == true)
            {
                if (tgt.Prepared == true)
                {
                    P3dMeshAnalysis.OpenWith(tgt.PreparedMesh);
                }
                else
                {
                    P3dMeshAnalysis.OpenWith(tgt.gameObject);
                }
            }

            Separator();

            if (DrawFoldout("Advanced", "Show advanced settings?") == true)
            {
                BeginIndent();
                Draw("baseScale", "If you want the paintable texture width/height to be multiplied by the scale of this GameObject, this allows you to set the scale where you want the multiplier to be 1.");
                Draw("includeScale", "Transform the mesh with its position, rotation, and scale? Some skinned mesh setups require this to be disabled.");
                Draw("useMesh", "This allows you to choose how the Mesh attached to the current Renderer is used when painting.\n\nAsIs = Use what is currently set in the renderer.\n\nAutoSeamFix = Use (or automatically generate) a seam-fixed version of the mesh currently set in the renderer.");
                Draw("otherRenderers", "If this material is used in multiple renderers, you can specify them here. This usually happens with different LOD levels.");
                Draw("onActivating");
                Draw("onActivated");
                EndIndent();
            }
        }
        protected override void OnInspector()
        {
            BeginError(Any(t => t.Paintable == null));
            Draw("paintable", "The paintable this separate paintable is associated with.");
            EndError();

            Separator();

            if (Button("Analyze Mesh") == true)
            {
                P3dMeshAnalysis.OpenWith(Target.gameObject);
            }
        }
示例#5
0
        protected override void OnInspector()
        {
            BeginError(Any(t => t.Paintable == null));
            Draw("paintable", "The paintable this separate paintable is associated with.");
            EndError();
            Draw("includeScale", "Transform the mesh with its position, rotation, and scale? Some skinned mesh setups require this to be disabled.");

            Separator();

            if (Button("Analyze Mesh") == true)
            {
                P3dMeshAnalysis.OpenWith(Target.gameObject);
            }
        }
示例#6
0
        protected override void OnInspector()
        {
            if (Any(t => t.Activated == true))
            {
                EditorGUILayout.HelpBox("This component has been activated.", MessageType.Info);
            }

            if (Any(t => t.Activated == true && Application.isPlaying == false))
            {
                EditorGUILayout.HelpBox("This component shouldn't be activated during edit mode. Deactive it from the component conext menu.", MessageType.Error);
            }

            Draw("activation", "This allows you to control when this component actually activates and becomes ready for painting. You probably don't need to change this.");

            Separator();

            if (Any(t => t.GetComponentInChildren <P3dPaintableTexture>() == null))
            {
                EditorGUILayout.HelpBox("Your paintable doesn't have any paintable textures!", MessageType.Warning);
            }

            if (Button("Add Material Cloner") == true)
            {
                Each(t => t.gameObject.AddComponent <P3dMaterialCloner>());
            }

            if (Button("Add Paintable Texture") == true)
            {
                Each(t => t.gameObject.AddComponent <P3dPaintableTexture>());
            }

            if (Button("Analyze Mesh") == true)
            {
                P3dMeshAnalysis.OpenWith(Target.gameObject);
            }

            Separator();

            expandAdvanced = EditorGUILayout.Foldout(expandAdvanced, "Advanced");

            if (expandAdvanced == true)
            {
                EditorGUI.indentLevel++;
                Draw("baseScale", "If you want the paintable texture width/height to be multiplied by the scale of this GameObject, this allows you to set the scale where you want the multiplier to be 1.");
                Draw("includeScale", "Transform the mesh with its position, rotation, and scale? Some skinned mesh setups require this to be disabled.");
                Draw("otherRenderers", "If this material is used in multiple renderers, you can specify them here. This usually happens with different LOD levels.");
                Draw("onActivated");
                EditorGUI.indentLevel--;
            }
        }
示例#7
0
        protected override void OnInspector()
        {
            TARGET tgt; TARGET[] tgts; GetTargets(out tgt, out tgts);

            BeginError(Any(tgts, t => t.Paintable == null));
            Draw("paintable", "The paintable this separate paintable is associated with.");
            EndError();
            Draw("includeScale", "Transform the mesh with its position, rotation, and scale? Some skinned mesh setups require this to be disabled.");
            Draw("useMesh", "This allows you to choose how the Mesh attached to the current Renderer is used when painting.\n\nAsIs = Use what is currently set in the renderer.\n\nAutoSeamFix = Use (or automatically generate) a seam-fixed version of the mesh currently set in the renderer.");

            Separator();

            if (Button("Analyze Mesh") == true)
            {
                if (tgt.Prepared == true)
                {
                    P3dMeshAnalysis.OpenWith(tgt.PreparedMesh);
                }
                else
                {
                    P3dMeshAnalysis.OpenWith(tgt.gameObject);
                }
            }
        }