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// NOTE: If you are getting errors of the sort that say something like:
// "The type or namespace name `PostProcessing' does not exist in the namespace"
// it is because the PostProcessing v2 module has been removed from your project.
//
// To make the errors go away, you can either:
// 1 - Download PostProcessing V2 and install it into your project
// or
// 2 - Go into PlayerSettings and remove the define for UNITY_POST_PROCESSING_STACK_V2
//
using UnityEngine;
using UnityEditor;
using UnityEngine.Rendering.PostProcessing;
using UnityEditor.Rendering.PostProcessing;
namespace Cinemachine.PostFX.Editor
{
[CustomEditor(typeof(CinemachinePostProcessing))]
public sealed class CinemachinePostProcessingEditor
: Cinemachine.Editor.BaseEditor<CinemachinePostProcessing>
{
SerializedProperty m_Profile;
SerializedProperty m_FocusTracksTarget;
SerializedProperty m_FocusOffset;
EffectListEditor m_EffectList;
GUIContent m_ProfileLabel;
void OnEnable()
{
Texture textue = Resources.Load("PostProcessLayer") as Texture;
m_ProfileLabel = new GUIContent("Profile", textue, "A reference to a profile asset");
m_FocusTracksTarget = FindProperty(x => x.m_FocusTracksTarget);
m_FocusOffset = FindProperty(x => x.m_FocusOffset);
m_Profile = FindProperty(x => x.m_Profile);
m_EffectList = new EffectListEditor(this);
RefreshEffectListEditor(Target.m_Profile);
}
void OnDisable()
{
if (m_EffectList != null)
m_EffectList.Clear();
}
void RefreshEffectListEditor(PostProcessProfile asset)
{
if (m_EffectList == null)
m_EffectList = new EffectListEditor(this);
m_EffectList.Clear();
if (asset != null)
m_EffectList.Init(asset, new SerializedObject(asset));
}
public override void OnInspectorGUI()
{
serializedObject.Update();
var rect = GUILayoutUtility.GetRect(1, EditorGUIUtility.singleLineHeight); rect.y += 2;
float checkboxWidth = rect.height + 5;
rect = EditorGUI.PrefixLabel(rect, new GUIContent(m_FocusTracksTarget.displayName));
EditorGUI.PropertyField(new Rect(rect.x, rect.y, checkboxWidth, rect.height), m_FocusTracksTarget, GUIContent.none);
rect.x += checkboxWidth; rect.width -= checkboxWidth;
if (m_FocusTracksTarget.boolValue)
{
GUIContent offsetText = new GUIContent("Offset ");
var textDimensions = GUI.skin.label.CalcSize(offsetText);
float oldWidth = EditorGUIUtility.labelWidth;
EditorGUIUtility.labelWidth = textDimensions.x;
EditorGUI.PropertyField(rect, m_FocusOffset, offsetText);
EditorGUIUtility.labelWidth = oldWidth;
bool valid = false;
DepthOfField dof;
if (Target.m_Profile != null && Target.m_Profile.TryGetSettings<DepthOfField>(out dof))
valid = dof.enabled && dof.active && dof.focusDistance.overrideState
&& Target.VirtualCamera.LookAt != null;
if (!valid)
EditorGUILayout.HelpBox(
"Focus Tracking requires a LookAt target on the Virtual Camera, and an active DepthOfField/FocusDistance effect in the profile",
MessageType.Warning);
}
DrawProfileInspectorGUI();
Target.InvalidateCachedProfile();
serializedObject.ApplyModifiedProperties();
}
void DrawProfileInspectorGUI()
{
EditorGUILayout.Space();
bool assetHasChanged = false;
bool showCopy = m_Profile.objectReferenceValue != null;
// The layout system sort of break alignement when mixing inspector fields with custom
// layouted fields, do the layout manually instead
int buttonWidth = showCopy ? 45 : 60;
float indentOffset = EditorGUI.indentLevel * 15f;
var lineRect = GUILayoutUtility.GetRect(1, EditorGUIUtility.singleLineHeight);
var labelRect = new Rect(lineRect.x, lineRect.y, EditorGUIUtility.labelWidth - indentOffset, lineRect.height);
var fieldRect = new Rect(labelRect.xMax, lineRect.y, lineRect.width - labelRect.width - buttonWidth * (showCopy ? 2 : 1), lineRect.height);
var buttonNewRect = new Rect(fieldRect.xMax, lineRect.y, buttonWidth, lineRect.height);
var buttonCopyRect = new Rect(buttonNewRect.xMax, lineRect.y, buttonWidth, lineRect.height);
EditorGUI.PrefixLabel(labelRect, m_ProfileLabel);
using (var scope = new EditorGUI.ChangeCheckScope())
{
m_Profile.objectReferenceValue
= (PostProcessProfile)EditorGUI.ObjectField(
fieldRect, m_Profile.objectReferenceValue, typeof(PostProcessProfile), false);
assetHasChanged = scope.changed;
}
if (GUI.Button(
buttonNewRect,
EditorUtilities.GetContent("New|Create a new profile."),
showCopy ? EditorStyles.miniButtonLeft : EditorStyles.miniButton))
{
// By default, try to put assets in a folder next to the currently active
// scene file. If the user isn't a scene, put them in root instead.
var targetName = Target.name;
var scene = Target.gameObject.scene;
var asset = ProfileFactory.CreatePostProcessProfile(scene, targetName);
m_Profile.objectReferenceValue = asset;
assetHasChanged = true;
}
if (showCopy && GUI.Button(
buttonCopyRect,
EditorUtilities.GetContent("Clone|Create a new profile and copy the content of the currently assigned profile."),
EditorStyles.miniButtonRight))
{
// Duplicate the currently assigned profile and save it as a new profile
var origin = (PostProcessProfile)m_Profile.objectReferenceValue;
var path = AssetDatabase.GetAssetPath(origin);
path = AssetDatabase.GenerateUniqueAssetPath(path);
var asset = Instantiate(origin);
asset.settings.Clear();
AssetDatabase.CreateAsset(asset, path);
foreach (var item in origin.settings)
{
var itemCopy = Instantiate(item);
itemCopy.hideFlags = HideFlags.HideInInspector | HideFlags.HideInHierarchy;
itemCopy.name = item.name;
asset.settings.Add(itemCopy);
AssetDatabase.AddObjectToAsset(itemCopy, asset);
}
AssetDatabase.SaveAssets();
AssetDatabase.Refresh();
m_Profile.objectReferenceValue = asset;
assetHasChanged = true;
}
if (m_Profile.objectReferenceValue == null)
{
if (assetHasChanged && m_EffectList != null)
m_EffectList.Clear(); // Asset wasn't null before, do some cleanup
EditorGUILayout.HelpBox(
"Assign an existing Post-process Profile by choosing an asset, or create a new one by clicking the \"New\" button.\nNew assets are automatically put in a folder next to your scene file. If your scene hasn't been saved yet they will be created at the root of the Assets folder.",
MessageType.Info);
}
else
{
if (assetHasChanged)
RefreshEffectListEditor((PostProcessProfile)m_Profile.objectReferenceValue);
if (m_EffectList != null)
m_EffectList.OnGUI();
}
}
}
}