我们创建了 Fontainebleau 演示来说明摄影photogrammetry流程和 LayeredLit 着色器的使用。
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
using UnityEditorInternal;
using System;
namespace GameplayIngredients.Editor
{
[CustomEditor(typeof(EditorSceneSetup))]
public class EditorSceneSetupEditor : UnityEditor.Editor
{
ReorderableList m_List;
SerializedProperty m_LoadedScenes;
SerializedProperty m_ActiveScene;
private void OnEnable()
{
m_ActiveScene = serializedObject.FindProperty("ActiveScene");
m_LoadedScenes = serializedObject.FindProperty("LoadedScenes");
m_List = new ReorderableList(serializedObject, m_LoadedScenes, true, true, true, true);
m_List.drawElementCallback = OnDrawElement;
m_List.drawHeaderCallback = OnDrawHeader;
}
private void OnDrawHeader(Rect rect)
{
GUI.Label(rect, "Scene List");
}
private void OnDrawElement(Rect rect, int index, bool isActive, bool isFocused)
{
var toggleRect = rect;
toggleRect.width = 16;
toggleRect.yMin += 2;
var sceneRect = rect;
sceneRect.xMin += 24;
sceneRect.xMax -= 80;
sceneRect.yMin += 2;
sceneRect.height = 16;
var loadedRect = rect;
loadedRect.xMin = rect.xMax - 80;
loadedRect.yMin += 2;
bool active = m_ActiveScene.intValue == index;
bool newActive = GUI.Toggle(toggleRect, active, GUIContent.none);
if(GUI.changed && newActive != active)
{
m_ActiveScene.intValue = index;
}
var sceneAsset = (SceneAsset)EditorGUI.ObjectField(sceneRect, m_LoadedScenes.GetArrayElementAtIndex(index).FindPropertyRelative("Scene").objectReferenceValue, typeof(SceneAsset), false);
if (GUI.changed)
{
m_LoadedScenes.GetArrayElementAtIndex(index).FindPropertyRelative("Scene").objectReferenceValue = sceneAsset;
}
EditorGUI.BeginDisabledGroup(index == 0);
int visible = m_LoadedScenes.GetArrayElementAtIndex(index).FindPropertyRelative("Loaded").boolValue ? 1 : 0;
visible = EditorGUI.IntPopup(loadedRect, visible, kLoadedItems, kLoadedIndices);
if(GUI.changed)
{
m_LoadedScenes.GetArrayElementAtIndex(index).FindPropertyRelative("Loaded").boolValue = visible == 1 ? true : false;
} else if(index == 0)
{
m_LoadedScenes.GetArrayElementAtIndex(index).FindPropertyRelative("Loaded").boolValue = true;
}
EditorGUI.EndDisabledGroup();
serializedObject.ApplyModifiedProperties();
}
static readonly int[] kLoadedIndices = new int[2] { 0, 1 };
static readonly GUIContent[] kLoadedItems = new GUIContent[2] { new GUIContent("Not Loaded"), new GUIContent("Loaded") };
public override void OnInspectorGUI()
{
m_List.DoLayoutList();
}
}
}