This repository is forked from Boat Attack and converted Unity editor version to China edition: 2019.4.28f1c1(and above versions) to enable Auto-Streaming capability.
您最多选择25个主题 主题必须以中文或者字母或数字开头,可以包含连字符 (-),并且长度不得超过35个字符
 
 
 

79 行
2.8 KiB

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
using UnityEditorInternal;
using WaterSystem.Data;
namespace WaterSystem
{
[CustomEditor(typeof(Water))]
public class WaterEditor : Editor
{
public override void OnInspectorGUI()
{
serializedObject.Update();
Water w = (Water)target;
var waterSettingsData = serializedObject.FindProperty("settingsData");
EditorGUILayout.PropertyField(waterSettingsData, true);
if(waterSettingsData.objectReferenceValue != null)
{
CreateEditor((WaterSettingsData)waterSettingsData.objectReferenceValue).OnInspectorGUI();
}
var waterSurfaceData = serializedObject.FindProperty("surfaceData");
EditorGUILayout.PropertyField(waterSurfaceData, true);
if(waterSurfaceData.objectReferenceValue != null)
{
CreateEditor((WaterSurfaceData)waterSurfaceData.objectReferenceValue).OnInspectorGUI();
}
serializedObject.ApplyModifiedProperties();
if(GUI.changed)
{
w.Init();
}
}
void OnSceneGUI()
{
/* Water w = target as Water;
Camera cam = SceneView.currentDrawingSceneView.camera;
var waveDebug = serializedObject.FindProperty("_debugMode");
if (cam && waveDebug.intValue != 0)
{
Vector3 pos = Vector3.zero;
float dist = 10f;
if (waveDebug.intValue == 2)
{
Plane p = new Plane(Vector3.zero, Vector3.forward, Vector3.right);
Ray r = Camera.current.ViewportPointToRay(new Vector2(0.25f, 0.25f));
if (p.Raycast(r, out dist))
{
pos = Camera.current.ViewportToWorldPoint(new Vector3(0.25f, 0.25f, dist));
}
}
for (int i = w._waves.Length - 1; i >= 0; i--)
{
Wave wave = w._waves[i];
Random.InitState(i);
Color c = Color.HSVToRGB(Random.Range(0f, 1f), 1f, 1f);
c.a = Mathf.Clamp01(0.01f * dist - 0.1f) * 0.5f;
Handles.color = c;
pos.y = wave.amplitude;
DrawWaveGizmo(pos, wave.direction, wave.amplitude, wave.wavelength);
}
}*/
}
void DrawWaveGizmo(Vector3 pos, float angle, float size, float length)
{
Handles.DrawSolidDisc(pos, Vector3.up, length / 2f);
Handles.ArrowHandleCap(0, pos, Quaternion.AngleAxis(angle, Vector3.up), -length / 1.75f, EventType.Repaint);
}
}
}