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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89 行
3.8 KiB

using UnityEngine;
using UnityEditor;
using Cinemachine.Utility;
namespace Cinemachine.Editor
{
[CustomEditor(typeof(CinemachineComposer))]
internal class CinemachineComposerEditor : BaseEditor<CinemachineComposer>
{
CinemachineScreenComposerGuides mScreenGuideEditor;
protected virtual void OnEnable()
{
mScreenGuideEditor = new CinemachineScreenComposerGuides();
mScreenGuideEditor.GetHardGuide = () => { return Target.HardGuideRect; };
mScreenGuideEditor.GetSoftGuide = () => { return Target.SoftGuideRect; };
mScreenGuideEditor.SetHardGuide = (Rect r) => { Target.HardGuideRect = r; };
mScreenGuideEditor.SetSoftGuide = (Rect r) => { Target.SoftGuideRect = r; };
mScreenGuideEditor.Target = () => { return serializedObject; };
Target.OnGUICallback += OnGUI;
UnityEditorInternal.InternalEditorUtility.RepaintAllViews();
}
protected virtual void OnDisable()
{
if (Target != null)
Target.OnGUICallback -= OnGUI;
UnityEditorInternal.InternalEditorUtility.RepaintAllViews();
}
public override void OnInspectorGUI()
{
BeginInspector();
if (Target.LookAtTarget == null)
EditorGUILayout.HelpBox(
"A LookAt target is required. Change Aim to Do Nothing if you don't want a LookAt target.",
MessageType.Warning);
// First snapshot some settings
Rect oldHard = Target.HardGuideRect;
Rect oldSoft = Target.SoftGuideRect;
// Draw the properties
DrawRemainingPropertiesInInspector();
mScreenGuideEditor.SetNewBounds(oldHard, oldSoft, Target.HardGuideRect, Target.SoftGuideRect);
}
protected virtual void OnGUI()
{
// Draw the camera guides
if (!Target.IsValid || !CinemachineSettings.CinemachineCoreSettings.ShowInGameGuides)
return;
CinemachineBrain brain = CinemachineCore.Instance.FindPotentialTargetBrain(Target.VirtualCamera);
if (brain == null || brain.OutputCamera.activeTexture != null)
return;
bool isLive = CinemachineCore.Instance.IsLive(Target.VirtualCamera);
// Screen guides
mScreenGuideEditor.OnGUI_DrawGuides(isLive, brain.OutputCamera, Target.VcamState.Lens, true);
// Draw an on-screen gizmo for the target
if (Target.LookAtTarget != null && isLive)
{
Vector3 targetScreenPosition = brain.OutputCamera.WorldToScreenPoint(Target.TrackedPoint);
if (targetScreenPosition.z > 0)
{
targetScreenPosition.y = Screen.height - targetScreenPosition.y;
GUI.color = CinemachineSettings.ComposerSettings.TargetColour;
Rect r = new Rect(targetScreenPosition, Vector2.zero);
float size = (CinemachineSettings.ComposerSettings.TargetSize
+ CinemachineScreenComposerGuides.kGuideBarWidthPx) / 2;
GUI.DrawTexture(r.Inflated(new Vector2(size, size)), Texture2D.whiteTexture);
size -= CinemachineScreenComposerGuides.kGuideBarWidthPx;
if (size > 0)
{
Vector4 overlayOpacityScalar
= new Vector4(1f, 1f, 1f, CinemachineSettings.ComposerSettings.OverlayOpacity);
GUI.color = Color.black * overlayOpacityScalar;
GUI.DrawTexture(r.Inflated(new Vector2(size, size)), Texture2D.whiteTexture);
}
}
}
}
}
}