public static void Open(CloudCamera target) { NoiseGenerator window = GetWindow <NoiseGenerator>(); window._target = target; window.ShowAuxWindow(); }
private void OnDisable() { _cloudCamera = (CloudCamera)target; EditorPrefs.SetInt("CloudCameraEditor._editTool", (int)_editTool); EditorPrefs.SetBool("CloudCameraEditor._areNoizePowersLocked", _areNoizePowersLocked); EditorPrefs.SetBool("CloudCameraEditor._areNoizeScalesLocked", _areNoizeScalesLocked); }
private void OnEnable() { _cloudCamera = (CloudCamera)target; _editTool = (EditTool)EditorPrefs.GetInt("CloudCameraEditor._editTool"); _areNoizePowersLocked = EditorPrefs.GetBool("CloudCameraEditor._areNoizePowersLocked"); _areNoizeScalesLocked = EditorPrefs.GetBool("CloudCameraEditor._areNoizeScalesLocked"); SetupShader(ref _cloudCamera.blurFastShader, "Hidden/Clouds/BlurFast"); SetupShader(ref _cloudCamera.blurShader, "Hidden/Clouds/Blur"); SetupShader(ref _cloudCamera.blurHQShader, "Hidden/Clouds/BlurHQ"); SetupShader(ref _cloudCamera.depthBlurShader, "Hidden/Clouds/DepthBlur"); SetupShader(ref _cloudCamera.depthShader, "Hidden/Clouds/Depth"); SetupShader(ref _cloudCamera.cloudShader, "Hidden/Clouds/Clouds"); SetupShader(ref _cloudCamera.clearColorShader, "Hidden/Clouds/ClearColor"); }
public override void OnInspectorGUI() { _lockedStyle = EditorGUIUtility.GetBuiltinSkin(EditorSkin.Inspector).GetStyle("IN LockButton"); _cloudCamera = (CloudCamera)target; Undo.RecordObject(_cloudCamera, "cloud camera"); _editTool = EditTypeToolbar(_editTool); switch (_editTool) { case EditTool.General: GeneralFoldout(); break; case EditTool.Light: LightFoldout(); break; case EditTool.Blur: BlurFoldout(); break; case EditTool.Noise: NoiseFoldout(); break; } EditorUtility.SetDirty(_cloudCamera); if (!Application.isPlaying) { // This is done to update the game view smoothly when cloud camera is selected but don't break editor's behaviour:) Repaint(); } }