Boat Attack使用了Universal RP的许多新图形功能,可以用于探索 Universal RP 的使用方式和技巧。
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using UnityEngine;
using UnityEngine.Rendering;
namespace UnityEditor.Rendering
{
[VolumeParameterDrawer(typeof(MinFloatParameter))]
sealed class MinFloatParameterDrawer : VolumeParameterDrawer
{
public override bool OnGUI(SerializedDataParameter parameter, GUIContent title)
{
var value = parameter.value;
if (value.propertyType != SerializedPropertyType.Float)
return false;
var o = parameter.GetObjectRef<MinFloatParameter>();
float v = EditorGUILayout.FloatField(title, value.floatValue);
value.floatValue = Mathf.Max(v, o.min);
return true;
}
}
[VolumeParameterDrawer(typeof(NoInterpMinFloatParameter))]
sealed class NoInterpMinFloatParameterDrawer : VolumeParameterDrawer
{
public override bool OnGUI(SerializedDataParameter parameter, GUIContent title)
{
var value = parameter.value;
if (value.propertyType != SerializedPropertyType.Float)
return false;
var o = parameter.GetObjectRef<NoInterpMinFloatParameter>();
float v = EditorGUILayout.FloatField(title, value.floatValue);
value.floatValue = Mathf.Max(v, o.min);
return true;
}
}
[VolumeParameterDrawer(typeof(MaxFloatParameter))]
sealed class MaxFloatParameterDrawer : VolumeParameterDrawer
{
public override bool OnGUI(SerializedDataParameter parameter, GUIContent title)
{
var value = parameter.value;
if (value.propertyType != SerializedPropertyType.Float)
return false;
var o = parameter.GetObjectRef<MaxFloatParameter>();
float v = EditorGUILayout.FloatField(title, value.floatValue);
value.floatValue = Mathf.Min(v, o.max);
return true;
}
}
[VolumeParameterDrawer(typeof(NoInterpMaxFloatParameter))]
sealed class NoInterpMaxFloatParameterDrawer : VolumeParameterDrawer
{
public override bool OnGUI(SerializedDataParameter parameter, GUIContent title)
{
var value = parameter.value;
if (value.propertyType != SerializedPropertyType.Float)
return false;
var o = parameter.GetObjectRef<NoInterpMaxFloatParameter>();
float v = EditorGUILayout.FloatField(title, value.floatValue);
value.floatValue = Mathf.Min(v, o.max);
return true;
}
}
[VolumeParameterDrawer(typeof(ClampedFloatParameter))]
sealed class ClampedFloatParameterDrawer : VolumeParameterDrawer
{
public override bool OnGUI(SerializedDataParameter parameter, GUIContent title)
{
var value = parameter.value;
if (value.propertyType != SerializedPropertyType.Float)
return false;
var o = parameter.GetObjectRef<ClampedFloatParameter>();
EditorGUILayout.Slider(value, o.min, o.max, title);
value.floatValue = Mathf.Clamp(value.floatValue, o.min, o.max);
return true;
}
}
[VolumeParameterDrawer(typeof(NoInterpClampedFloatParameter))]
sealed class NoInterpClampedFloatParameterDrawer : VolumeParameterDrawer
{
public override bool OnGUI(SerializedDataParameter parameter, GUIContent title)
{
var value = parameter.value;
if (value.propertyType != SerializedPropertyType.Float)
return false;
var o = parameter.GetObjectRef<NoInterpClampedFloatParameter>();
EditorGUILayout.Slider(value, o.min, o.max, title);
value.floatValue = Mathf.Clamp(value.floatValue, o.min, o.max);
return true;
}
}
[VolumeParameterDrawer(typeof(FloatRangeParameter))]
sealed class FloatRangeParameterDrawer : VolumeParameterDrawer
{
public override bool OnGUI(SerializedDataParameter parameter, GUIContent title)
{
var value = parameter.value;
if (value.propertyType != SerializedPropertyType.Vector2)
return false;
var o = parameter.GetObjectRef<FloatRangeParameter>();
var v = value.vector2Value;
// The layout system breaks alignement when mixing inspector fields with custom layouted
// fields as soon as a scrollbar is needed in the inspector, so we'll do the layout
// manually instead
const int kFloatFieldWidth = 50;
const int kSeparatorWidth = 5;
float indentOffset = EditorGUI.indentLevel * 15f;
var lineRect = GUILayoutUtility.GetRect(1, EditorGUIUtility.singleLineHeight);
lineRect.xMin += 4f;
lineRect.y += 2f;
var labelRect = new Rect(lineRect.x, lineRect.y, EditorGUIUtility.labelWidth - indentOffset, lineRect.height);
var floatFieldLeft = new Rect(labelRect.xMax, lineRect.y, kFloatFieldWidth + indentOffset, lineRect.height);
var sliderRect = new Rect(floatFieldLeft.xMax + kSeparatorWidth - indentOffset, lineRect.y, lineRect.width - labelRect.width - kFloatFieldWidth * 2 - kSeparatorWidth * 2, lineRect.height);
var floatFieldRight = new Rect(sliderRect.xMax + kSeparatorWidth - indentOffset, lineRect.y, kFloatFieldWidth + indentOffset, lineRect.height);
EditorGUI.PrefixLabel(labelRect, title);
v.x = EditorGUI.FloatField(floatFieldLeft, v.x);
EditorGUI.MinMaxSlider(sliderRect, ref v.x, ref v.y, o.min, o.max);
v.y = EditorGUI.FloatField(floatFieldRight, v.y);
value.vector2Value = v;
return true;
}
}
}