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。
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
 
 
 

194 行
8.8 KiB

using UnityEngine;
using UnityEngine.Rendering;
namespace UnityEditor.Rendering
{
[CustomEditor(typeof(Volume))]
sealed class VolumeEditor : Editor
{
SerializedProperty m_IsGlobal;
SerializedProperty m_BlendRadius;
SerializedProperty m_Weight;
SerializedProperty m_Priority;
SerializedProperty m_Profile;
VolumeComponentListEditor m_ComponentList;
Volume actualTarget => target as Volume;
VolumeProfile profileRef => actualTarget.HasInstantiatedProfile() ? actualTarget.profile : actualTarget.sharedProfile;
readonly GUIContent[] m_Modes = { new GUIContent("Global"), new GUIContent("Local") };
void OnEnable()
{
var o = new PropertyFetcher<Volume>(serializedObject);
m_IsGlobal = o.Find(x => x.isGlobal);
m_BlendRadius = o.Find(x => x.blendDistance);
m_Weight = o.Find(x => x.weight);
m_Priority = o.Find(x => x.priority);
m_Profile = o.Find(x => x.sharedProfile);
m_ComponentList = new VolumeComponentListEditor(this);
RefreshEffectListEditor(actualTarget.sharedProfile);
}
void OnDisable()
{
m_ComponentList?.Clear();
}
void RefreshEffectListEditor(VolumeProfile asset)
{
m_ComponentList.Clear();
if (asset != null)
m_ComponentList.Init(asset, new SerializedObject(asset));
}
public override void OnInspectorGUI()
{
serializedObject.Update();
int isGlobal = m_IsGlobal.boolValue ? 0 : 1;
isGlobal = EditorGUILayout.Popup(EditorGUIUtility.TrTextContent("Mode", "A global volume is applied to the whole scene."), isGlobal, m_Modes);
m_IsGlobal.boolValue = isGlobal == 0;
if (isGlobal != 0) // Blend radius is not needed for global volumes
{
if (!actualTarget.TryGetComponent<Collider>(out _))
{
EditorGUILayout.HelpBox("Add a Collider to this GameObject to set boundaries for the local Volume.", MessageType.Info);
if (GUILayout.Button(EditorGUIUtility.TrTextContent("Add Collider"), EditorStyles.miniButton))
{
var menu = new GenericMenu();
menu.AddItem(EditorGUIUtility.TrTextContent("Box"), false, () => Undo.AddComponent<BoxCollider>(actualTarget.gameObject));
menu.AddItem(EditorGUIUtility.TrTextContent("Sphere"), false, () => Undo.AddComponent<SphereCollider>(actualTarget.gameObject));
menu.AddItem(EditorGUIUtility.TrTextContent("Capsule"), false, () => Undo.AddComponent<CapsuleCollider>(actualTarget.gameObject));
menu.AddItem(EditorGUIUtility.TrTextContent("Mesh"), false, () => Undo.AddComponent<MeshCollider>(actualTarget.gameObject));
menu.ShowAsContext();
}
}
EditorGUILayout.PropertyField(m_BlendRadius);
m_BlendRadius.floatValue = Mathf.Max(m_BlendRadius.floatValue, 0f);
}
EditorGUILayout.PropertyField(m_Weight);
EditorGUILayout.PropertyField(m_Priority);
bool assetHasChanged = false;
bool showCopy = m_Profile.objectReferenceValue != null;
bool multiEdit = m_Profile.hasMultipleDifferentValues;
// The layout system breaks alignment when mixing inspector fields with custom layout'd
// 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);
GUIContent guiContent;
if (actualTarget.HasInstantiatedProfile())
guiContent = EditorGUIUtility.TrTextContent("Profile (Instance)", "A copy of a profile asset.");
else
guiContent = EditorGUIUtility.TrTextContent("Profile", "A reference to a profile asset.");
EditorGUI.PrefixLabel(labelRect, guiContent);
using (var scope = new EditorGUI.ChangeCheckScope())
{
EditorGUI.BeginProperty(fieldRect, GUIContent.none, m_Profile);
VolumeProfile profile;
if (actualTarget.HasInstantiatedProfile())
profile = (VolumeProfile)EditorGUI.ObjectField(fieldRect, actualTarget.profile, typeof(VolumeProfile), false);
else
profile = (VolumeProfile)EditorGUI.ObjectField(fieldRect, m_Profile.objectReferenceValue, typeof(VolumeProfile), false);
if (scope.changed)
{
assetHasChanged = true;
m_Profile.objectReferenceValue = profile;
if (actualTarget.HasInstantiatedProfile()) // Clear the instantiated profile, from now on we're using shared again
actualTarget.profile = null;
}
EditorGUI.EndProperty();
}
using (new EditorGUI.DisabledScope(multiEdit))
{
if (GUI.Button(buttonNewRect, EditorGUIUtility.TrTextContent("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 = actualTarget.name;
var scene = actualTarget.gameObject.scene;
var asset = VolumeProfileFactory.CreateVolumeProfile(scene, targetName);
m_Profile.objectReferenceValue = asset;
actualTarget.profile = null; // Make sure we're not using an instantiated profile anymore
assetHasChanged = true;
}
if (actualTarget.HasInstantiatedProfile())
guiContent = EditorGUIUtility.TrTextContent("Save", "Save the instantiated profile");
else
guiContent = EditorGUIUtility.TrTextContent("Clone", "Create a new profile and copy the content of the currently assigned profile.");
if (showCopy && GUI.Button(buttonCopyRect, guiContent, EditorStyles.miniButtonRight))
{
// Duplicate the currently assigned profile and save it as a new profile
var origin = profileRef;
var path = AssetDatabase.GetAssetPath(m_Profile.objectReferenceValue);
path = AssetDatabase.GenerateUniqueAssetPath(path);
var asset = Instantiate(origin);
asset.components.Clear();
AssetDatabase.CreateAsset(asset, path);
foreach (var item in origin.components)
{
var itemCopy = Instantiate(item);
itemCopy.hideFlags = HideFlags.HideInInspector | HideFlags.HideInHierarchy;
itemCopy.name = item.name;
asset.components.Add(itemCopy);
AssetDatabase.AddObjectToAsset(itemCopy, asset);
}
AssetDatabase.SaveAssets();
AssetDatabase.Refresh();
m_Profile.objectReferenceValue = asset;
actualTarget.profile = null; // Make sure we're not using an instantiated profile anymore
assetHasChanged = true;
}
}
EditorGUILayout.Space();
if (m_Profile.objectReferenceValue == null && !actualTarget.HasInstantiatedProfile())
{
if (assetHasChanged)
m_ComponentList.Clear(); // Asset wasn't null before, do some cleanup
}
else
{
if (assetHasChanged || profileRef != m_ComponentList.asset)
RefreshEffectListEditor(profileRef);
if (!multiEdit)
{
m_ComponentList.OnGUI();
EditorGUILayout.Space();
}
}
serializedObject.ApplyModifiedProperties();
}
}
}