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Merge pull request #752 from Unity-Technologies/volume-asset-switch
Merge pull request #752 from Unity-Technologies/volume-asset-switch
Changed the volume framework to use disk-based assets/main
GitHub
7 年前
当前提交
77906a48
共有 94 个文件被更改,包括 4588 次插入 和 3432 次删除
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65SampleScenes/HDTest/AnimTest.unity
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2SampleScenes/HDTest/AnimTest/ThreeDScans/Gutenberg/Materials.meta
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74SampleScenes/HDTest/AnimTest2.unity
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67SampleScenes/HDTest/GIParityTest.unity
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71SampleScenes/HDTest/GlobalIlluminationTest.unity
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55SampleScenes/HDTest/ShadowsTest.unity
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311SampleScenes/HDTest/SkyFogTest.unity
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72SampleScenes/HDTest/WindTest.unity
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5ScriptableRenderPipeline/Core/CoreRP/Editor/FilterWindow.cs
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1ScriptableRenderPipeline/Core/CoreRP/Editor/Volume/VolumeComponentEditor.cs
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6ScriptableRenderPipeline/Core/CoreRP/Editor/Volume/VolumeComponentProvider.cs
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430ScriptableRenderPipeline/Core/CoreRP/Editor/Volume/VolumeEditor.cs
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140ScriptableRenderPipeline/Core/CoreRP/Volume/Volume.cs
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10ScriptableRenderPipeline/Core/CoreRP/Volume/VolumeManager.cs
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16ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/HDRenderPipelineMenuItems.cs
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2Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/3DObjects/CornelBox/Cornell Box.fbx.meta
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1Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/3DObjects/Sphere/Sphere.fbx.meta
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78Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/SkySettings/HDRP_Default_Sky.asset
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4Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/SkySettings/HDRP_Default_Sky.asset.meta
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126Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/SkySettings/HDRP_Default_Sky_LinearFog.asset
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4Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/SkySettings/HDRP_Default_Sky_LinearFog.asset.meta
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311Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/1xxx_Materials/1101_Unlit.unity
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148Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/1xxx_Materials/1102_Unlit_Distortion.unity
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148Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/1xxx_Materials/1103_Unlit_Distortion_DepthTest.unity
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265Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/1xxx_Materials/1201_Lit_Features.unity
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145Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/1xxx_Materials/1202_Lit_DoubleSideNormalMode.unity
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215Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/1xxx_Materials/1203_Lit_Transparent.unity
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194Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/1xxx_Materials/1204_Lit_Transparent_Fog.unity
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147Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/1xxx_Materials/1205_Lit_Transparent_Refraction.unity
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147Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/1xxx_Materials/1206_Lit_Transparent_Distortion.unity
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222Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/1xxx_Materials/1207_Lit_Displacement.unity
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272Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/1xxx_Materials/1208_Lit_Displacement_POM.unity
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238Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/1xxx_Materials/1209_Lit_Displacement_Vertex.unity
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215Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/1xxx_Materials/1210_Lit_BentNormal.unity
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250Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/1xxx_Materials/1211_Lit_Details.unity
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214Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/1xxx_Materials/1212_Lit_Emission.unity
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147Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/2xxx_Lighting/2001_Dynamic_Directional.unity
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152Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/2xxx_Lighting/2002_Dynamic_Mix.unity
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243Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/2xxx_Lighting/2003_Light_Parameters.unity
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162Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/2xxx_Lighting/2103_BakeMixed.unity
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273Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/2xxx_Lighting/2301_Shadow_Mask.unity
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8SampleScenes/HDTest/Volume Profiles.meta
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377ScriptableRenderPipeline/Core/CoreRP/Editor/Volume/VolumeComponentListEditor.cs
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11ScriptableRenderPipeline/Core/CoreRP/Editor/Volume/VolumeComponentListEditor.cs.meta
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29ScriptableRenderPipeline/Core/CoreRP/Editor/Volume/VolumeProfileEditor.cs
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11ScriptableRenderPipeline/Core/CoreRP/Editor/Volume/VolumeProfileEditor.cs.meta
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72ScriptableRenderPipeline/Core/CoreRP/Editor/Volume/VolumeProfileFactory.cs
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11ScriptableRenderPipeline/Core/CoreRP/Editor/Volume/VolumeProfileFactory.cs.meta
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108ScriptableRenderPipeline/Core/CoreRP/Volume/VolumeProfile.cs
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11ScriptableRenderPipeline/Core/CoreRP/Volume/VolumeProfile.cs.meta
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58Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/HDRP_Black_Sky_Shadow50.prefab
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8Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/HDRP_Black_Sky_Shadow50.prefab.meta
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58Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/HDRP_Default_Sky.prefab
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8Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/HDRP_Default_Sky.prefab.meta
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58Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/HDRP_Default_Sky_2.prefab
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8Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/HDRP_Default_Sky_2.prefab.meta
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58Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/HDRP_Default_Sky_3.prefab
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8Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/HDRP_Default_Sky_3.prefab.meta
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58Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/HDRP_Default_Sky_4.prefab
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8Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/HDRP_Default_Sky_4.prefab.meta
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58Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/HDRP_Linear_Fog.prefab
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8Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/HDRP_Linear_Fog.prefab.meta
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102Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/SkySettings/HDRP_Black_Sky_Shadow50.asset
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8Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/SkySettings/HDRP_Black_Sky_Shadow50.asset.meta
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102Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/SkySettings/HDRP_Black_Sky_Shadow500.asset
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8Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/SkySettings/HDRP_Black_Sky_Shadow500.asset.meta
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69Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/SkySettings/HDRP_Default_Sky_2.asset
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8Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/SkySettings/HDRP_Default_Sky_2.asset.meta
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69Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/SkySettings/HDRP_Default_Sky_3.asset
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8Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/SkySettings/HDRP_Default_Sky_3.asset.meta
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69Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/SkySettings/HDRP_Default_Sky_4.asset
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8Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/SkySettings/HDRP_Default_Sky_4.asset.meta
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248SampleScenes/HDTest/AnimTest/ThreeDScans/Gutenberg/Materials/Gutenberg.mat
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8SampleScenes/HDTest/AnimTest/ThreeDScans/Gutenberg/Materials/Gutenberg.mat.meta
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62SampleScenes/HDTest/Volume Profiles/FogVolume Test 1.asset
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8SampleScenes/HDTest/Volume Profiles/FogVolume Test 1.asset.meta
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62SampleScenes/HDTest/Volume Profiles/FogVolume Test 2.asset
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8SampleScenes/HDTest/Volume Profiles/FogVolume Test 2.asset.meta
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69SampleScenes/HDTest/Volume Profiles/LA_Downtown Scene Settings.asset
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69SampleScenes/HDTest/Volume Profiles/MuirWood Scene Settings.asset
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8SampleScenes/HDTest/Volume Profiles/MuirWood Scene Settings.asset.meta
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50SampleScenes/HDTest/Volume Profiles/Procedural Sky Scene Settings.asset
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8SampleScenes/HDTest/Volume Profiles/Procedural Sky Scene Settings.asset.meta
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144SampleScenes/HDTest/Volume Profiles/SkyFog Test Settings.asset
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8SampleScenes/HDTest/Volume Profiles/SkyFog Test Settings.asset.meta
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8SampleScenes/HDTest/Volume Profiles/LA_Downtown Scene Settings.asset.meta
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33Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/SkySettings/HDRP_Default_Sky_ExpFog.asset
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10Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/SkySettings/HDRP_Default_Sky_ExpFog.asset.meta
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33Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/SkySettings/HDRP_MuirWood.asset
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10Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/SkySettings/HDRP_MuirWood.asset.meta
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33Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/SkySettings/GreySkySettings.asset
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8Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/SkySettings/GreySkySettings.asset.meta
311
Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/1xxx_Materials/1101_Unlit.unity
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265
Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/1xxx_Materials/1201_Lit_Features.unity
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215
Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/1xxx_Materials/1203_Lit_Transparent.unity
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243
Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/2xxx_Lighting/2003_Light_Parameters.unity
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fileFormatVersion: 2 |
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guid: 38b9449d73db98f40a356030f099c26c |
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folderAsset: yes |
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DefaultImporter: |
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externalObjects: {} |
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userData: |
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assetBundleName: |
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assetBundleVariant: |
|
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using System; |
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using System.Collections.Generic; |
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using System.Linq; |
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using UnityEngine; |
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using UnityEngine.Assertions; |
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using UnityEngine.Experimental.Rendering; |
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|
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namespace UnityEditor.Experimental.Rendering |
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{ |
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public sealed class VolumeComponentListEditor |
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{ |
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Editor m_BaseEditor; |
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VolumeProfile m_Asset; |
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SerializedObject m_SerializedObject; |
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SerializedProperty m_ComponentsProperty; |
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Dictionary<Type, Type> m_EditorTypes; // Component type => Editor type
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List<VolumeComponentEditor> m_Editors; |
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static VolumeComponent s_ClipboardContent; |
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public VolumeComponentListEditor(Editor editor) |
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{ |
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Assert.IsNotNull(editor); |
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m_BaseEditor = editor; |
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} |
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|
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public void Init(VolumeProfile asset, SerializedObject serializedObject) |
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{ |
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Assert.IsNotNull(asset); |
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Assert.IsNotNull(serializedObject); |
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m_Asset = asset; |
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m_SerializedObject = serializedObject; |
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m_ComponentsProperty = serializedObject.Find((VolumeProfile x) => x.components); |
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Assert.IsNotNull(m_ComponentsProperty); |
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m_EditorTypes = new Dictionary<Type, Type>(); |
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m_Editors = new List<VolumeComponentEditor>(); |
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|
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// Gets the list of all available component editors
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var editorTypes = CoreUtils.GetAllAssemblyTypes() |
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.Where( |
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t => t.IsSubclassOf(typeof(VolumeComponentEditor)) |
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&& t.IsDefined(typeof(VolumeComponentEditorAttribute), false) |
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&& !t.IsAbstract |
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); |
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|
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// Map them to their corresponding component type
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foreach (var editorType in editorTypes) |
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{ |
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var attribute = (VolumeComponentEditorAttribute)editorType.GetCustomAttributes(typeof(VolumeComponentEditorAttribute), false)[0]; |
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m_EditorTypes.Add(attribute.componentType, editorType); |
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} |
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|
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// Create editors for existing components
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var components = asset.components; |
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for (int i = 0; i < components.Count; i++) |
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CreateEditor(components[i], m_ComponentsProperty.GetArrayElementAtIndex(i)); |
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|
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// Keep track of undo/redo to redraw the inspector when that happens
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Undo.undoRedoPerformed += OnUndoRedoPerformed; |
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} |
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|
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void OnUndoRedoPerformed() |
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{ |
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m_Asset.isDirty = true; |
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// Dumb hack to make sure the serialized object is up to date on undo (else there'll be
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// a state mismatch when this class is used in a GameObject inspector).
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m_SerializedObject.Update(); |
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m_SerializedObject.ApplyModifiedProperties(); |
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// Seems like there's an issue with the inspector not repainting after some undo events
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// This will take care of that
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m_BaseEditor.Repaint(); |
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} |
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|
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// index is only used when we need to re-create a component in a specific spot (e.g. reset)
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void CreateEditor(VolumeComponent component, SerializedProperty property, int index = -1, bool forceOpen = false) |
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{ |
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var componentType = component.GetType(); |
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Type editorType; |
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if (!m_EditorTypes.TryGetValue(componentType, out editorType)) |
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editorType = typeof(VolumeComponentEditor); |
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var editor = (VolumeComponentEditor)Activator.CreateInstance(editorType); |
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editor.Init(component, m_BaseEditor); |
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editor.baseProperty = property.Copy(); |
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if (forceOpen) |
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editor.baseProperty.isExpanded = true; |
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if (index < 0) |
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m_Editors.Add(editor); |
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else |
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m_Editors[index] = editor; |
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} |
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|
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void RefreshEditors() |
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{ |
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// Disable all editors first
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foreach (var editor in m_Editors) |
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editor.OnDisable(); |
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|
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// Remove them
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m_Editors.Clear(); |
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// Recreate editors for existing settings, if any
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for (int i = 0; i < m_Asset.components.Count; i++) |
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CreateEditor(m_Asset.components[i], m_ComponentsProperty.GetArrayElementAtIndex(i)); |
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} |
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|
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public void Clear() |
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{ |
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if (m_Editors == null) |
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return; // Hasn't been inited yet
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foreach (var editor in m_Editors) |
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editor.OnDisable(); |
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m_Editors.Clear(); |
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m_EditorTypes.Clear(); |
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// ReSharper disable once DelegateSubtraction
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Undo.undoRedoPerformed -= OnUndoRedoPerformed; |
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} |
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public void OnGUI() |
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{ |
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if (m_Asset == null) |
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return; |
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if (m_Asset.isDirty) |
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{ |
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RefreshEditors(); |
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m_Asset.isDirty = false; |
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} |
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bool isEditable = !VersionControl.Provider.isActive |
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|| AssetDatabase.IsOpenForEdit(m_Asset, StatusQueryOptions.UseCachedIfPossible); |
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using (new EditorGUI.DisabledScope(!isEditable)) |
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{ |
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// Component list
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for (int i = 0; i < m_Editors.Count; i++) |
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{ |
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var editor = m_Editors[i]; |
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string title = editor.GetDisplayTitle(); |
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int id = i; // Needed for closure capture below
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CoreEditorUtils.DrawSplitter(); |
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bool displayContent = CoreEditorUtils.DrawHeaderToggle( |
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title, |
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editor.baseProperty, |
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editor.activeProperty, |
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pos => OnContextClick(pos, editor.target, id) |
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); |
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if (displayContent) |
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{ |
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using (new EditorGUI.DisabledScope(!editor.activeProperty.boolValue)) |
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editor.OnInternalInspectorGUI(); |
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} |
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} |
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if (m_Editors.Count > 0) |
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CoreEditorUtils.DrawSplitter(); |
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else |
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EditorGUILayout.HelpBox("No override set on this volume. Drop a component here or use the Add button.", MessageType.Info); |
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EditorGUILayout.Space(); |
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using (var hscope = new EditorGUILayout.HorizontalScope()) |
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{ |
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if (GUILayout.Button(CoreEditorUtils.GetContent("Add component overrides..."), EditorStyles.miniButton)) |
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{ |
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var r = hscope.rect; |
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var pos = new Vector2(r.x + r.width / 2f, r.yMax + 18f); |
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FilterWindow.Show(pos, new VolumeComponentProvider(m_Asset, this)); |
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} |
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} |
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} |
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} |
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void OnContextClick(Vector2 position, VolumeComponent targetComponent, int id) |
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{ |
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var menu = new GenericMenu(); |
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if (id == 0) |
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menu.AddDisabledItem(CoreEditorUtils.GetContent("Move Up")); |
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else |
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menu.AddItem(CoreEditorUtils.GetContent("Move Up"), false, () => MoveComponent(id, -1)); |
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if (id == m_Editors.Count - 1) |
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menu.AddDisabledItem(CoreEditorUtils.GetContent("Move Down")); |
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else |
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menu.AddItem(CoreEditorUtils.GetContent("Move Down"), false, () => MoveComponent(id, 1)); |
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menu.AddSeparator(string.Empty); |
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menu.AddItem(CoreEditorUtils.GetContent("Reset"), false, () => ResetComponent(targetComponent.GetType(), id)); |
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menu.AddItem(CoreEditorUtils.GetContent("Remove"), false, () => RemoveComponent(id)); |
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menu.AddSeparator(string.Empty); |
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menu.AddItem(CoreEditorUtils.GetContent("Copy Settings"), false, () => CopySettings(targetComponent)); |
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if (CanPaste(targetComponent)) |
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menu.AddItem(CoreEditorUtils.GetContent("Paste Settings"), false, () => PasteSettings(targetComponent)); |
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else |
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menu.AddDisabledItem(CoreEditorUtils.GetContent("Paste Settings")); |
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menu.AddSeparator(string.Empty); |
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menu.AddItem(CoreEditorUtils.GetContent("Toggle All"), false, () => m_Editors[id].SetAllOverridesTo(true)); |
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menu.AddItem(CoreEditorUtils.GetContent("Toggle None"), false, () => m_Editors[id].SetAllOverridesTo(false)); |
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menu.DropDown(new Rect(position, Vector2.zero)); |
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} |
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VolumeComponent CreateNewComponent(Type type) |
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{ |
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var effect = (VolumeComponent)ScriptableObject.CreateInstance(type); |
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effect.hideFlags = HideFlags.HideInInspector | HideFlags.HideInHierarchy; |
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effect.name = type.Name; |
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return effect; |
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} |
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|
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internal void AddComponent(Type type) |
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{ |
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m_SerializedObject.Update(); |
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var component = CreateNewComponent(type); |
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Undo.RegisterCreatedObjectUndo(component, "Add Volume Component"); |
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// Store this new effect as a subasset so we can reference it safely afterwards
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AssetDatabase.AddObjectToAsset(component, m_Asset); |
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|
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// Grow the list first, then add - that's how serialized lists work in Unity
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m_ComponentsProperty.arraySize++; |
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var componentProp = m_ComponentsProperty.GetArrayElementAtIndex(m_ComponentsProperty.arraySize - 1); |
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componentProp.objectReferenceValue = component; |
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|
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// Force save / refresh
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EditorUtility.SetDirty(m_Asset); |
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AssetDatabase.SaveAssets(); |
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|
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// Create & store the internal editor object for this effect
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CreateEditor(component, componentProp, forceOpen: true); |
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|
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m_SerializedObject.ApplyModifiedProperties(); |
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} |
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|
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internal void RemoveComponent(int id) |
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{ |
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// Huh. Hack to keep foldout state on the next element...
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bool nextFoldoutState = false; |
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if (id < m_Editors.Count - 1) |
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nextFoldoutState = m_Editors[id + 1].baseProperty.isExpanded; |
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|
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// Remove from the cached editors list
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m_Editors[id].OnDisable(); |
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m_Editors.RemoveAt(id); |
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|
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m_SerializedObject.Update(); |
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var property = m_ComponentsProperty.GetArrayElementAtIndex(id); |
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var component = property.objectReferenceValue; |
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|
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// Unassign it (should be null already but serialization does funky things
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property.objectReferenceValue = null; |
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|
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// ...and remove the array index itself from the list
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m_ComponentsProperty.DeleteArrayElementAtIndex(id); |
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|
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// Finally refresh editor reference to the serialized settings list
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for (int i = 0; i < m_Editors.Count; i++) |
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m_Editors[i].baseProperty = m_ComponentsProperty.GetArrayElementAtIndex(i).Copy(); |
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|
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// Set the proper foldout state if needed
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if (id < m_Editors.Count) |
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m_Editors[id].baseProperty.isExpanded = nextFoldoutState; |
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m_SerializedObject.ApplyModifiedProperties(); |
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|
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// Destroy the setting object after ApplyModifiedProperties(). If we do it before, redo
|
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// actions will be in the wrong order and the reference to the setting object in the
|
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// list will be lost.
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Undo.DestroyObjectImmediate(component); |
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|
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// Force save / refresh
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EditorUtility.SetDirty(m_Asset); |
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AssetDatabase.SaveAssets(); |
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} |
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|
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// Reset is done by deleting and removing the object from the list and adding a new one in
|
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// the same spot as it was before
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internal void ResetComponent(Type type, int id) |
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{ |
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// Remove from the cached editors list
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m_Editors[id].OnDisable(); |
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m_Editors[id] = null; |
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|
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m_SerializedObject.Update(); |
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|
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var property = m_ComponentsProperty.GetArrayElementAtIndex(id); |
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var prevComponent = property.objectReferenceValue; |
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|
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// Unassign it but down remove it from the array to keep the index available
|
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property.objectReferenceValue = null; |
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|
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// Create a new object
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var newComponent = CreateNewComponent(type); |
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Undo.RegisterCreatedObjectUndo(newComponent, "Reset Volume Component"); |
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|
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// Store this new effect as a subasset so we can reference it safely afterwards
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AssetDatabase.AddObjectToAsset(newComponent, m_Asset); |
|||
|
|||
// Put it in the reserved space
|
|||
property.objectReferenceValue = newComponent; |
|||
|
|||
// Create & store the internal editor object for this effect
|
|||
CreateEditor(newComponent, property, id); |
|||
|
|||
m_SerializedObject.ApplyModifiedProperties(); |
|||
|
|||
// Same as RemoveComponent, destroy at the end so it's recreated first on Undo to make
|
|||
// sure the GUID exists before undoing the list state
|
|||
Undo.DestroyObjectImmediate(prevComponent); |
|||
|
|||
// Force save / refresh
|
|||
EditorUtility.SetDirty(m_Asset); |
|||
AssetDatabase.SaveAssets(); |
|||
} |
|||
|
|||
internal void MoveComponent(int id, int offset) |
|||
{ |
|||
// Move components
|
|||
m_SerializedObject.Update(); |
|||
m_ComponentsProperty.MoveArrayElement(id, id + offset); |
|||
m_SerializedObject.ApplyModifiedProperties(); |
|||
|
|||
// Move editors
|
|||
var prev = m_Editors[id + offset]; |
|||
m_Editors[id + offset] = m_Editors[id]; |
|||
m_Editors[id] = prev; |
|||
} |
|||
|
|||
// Copy/pasting is simply done by creating an in memory copy of the selected component and
|
|||
// copying over the serialized data to another; it doesn't use nor affect the OS clipboard
|
|||
static bool CanPaste(VolumeComponent targetComponent) |
|||
{ |
|||
return s_ClipboardContent != null |
|||
&& s_ClipboardContent.GetType() == targetComponent.GetType(); |
|||
} |
|||
|
|||
static void CopySettings(VolumeComponent targetComponent) |
|||
{ |
|||
if (s_ClipboardContent != null) |
|||
{ |
|||
CoreUtils.Destroy(s_ClipboardContent); |
|||
s_ClipboardContent = null; |
|||
} |
|||
|
|||
s_ClipboardContent = (VolumeComponent)ScriptableObject.CreateInstance(targetComponent.GetType()); |
|||
EditorUtility.CopySerializedIfDifferent(targetComponent, s_ClipboardContent); |
|||
} |
|||
|
|||
static void PasteSettings(VolumeComponent targetComponent) |
|||
{ |
|||
Assert.IsNotNull(s_ClipboardContent); |
|||
Assert.AreEqual(s_ClipboardContent.GetType(), targetComponent.GetType()); |
|||
|
|||
Undo.RecordObject(targetComponent, "Paste Settings"); |
|||
EditorUtility.CopySerializedIfDifferent(s_ClipboardContent, targetComponent); |
|||
} |
|||
} |
|||
} |
|
|||
fileFormatVersion: 2 |
|||
guid: f3ec0801d05bcb24c8a404d62f357d9c |
|||
MonoImporter: |
|||
externalObjects: {} |
|||
serializedVersion: 2 |
|||
defaultReferences: [] |
|||
executionOrder: 0 |
|||
icon: {instanceID: 0} |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|
|||
using UnityEngine.Experimental.Rendering; |
|||
|
|||
namespace UnityEditor.Experimental.Rendering |
|||
{ |
|||
[CustomEditor(typeof(VolumeProfile))] |
|||
sealed class VolumeProfileEditor : Editor |
|||
{ |
|||
VolumeComponentListEditor m_ComponentList; |
|||
|
|||
void OnEnable() |
|||
{ |
|||
m_ComponentList = new VolumeComponentListEditor(this); |
|||
m_ComponentList.Init(target as VolumeProfile, serializedObject); |
|||
} |
|||
|
|||
void OnDisable() |
|||
{ |
|||
if (m_ComponentList != null) |
|||
m_ComponentList.Clear(); |
|||
} |
|||
|
|||
public override void OnInspectorGUI() |
|||
{ |
|||
serializedObject.Update(); |
|||
m_ComponentList.OnGUI(); |
|||
serializedObject.ApplyModifiedProperties(); |
|||
} |
|||
} |
|||
} |
|
|||
fileFormatVersion: 2 |
|||
guid: 77e4433a29bc5b547a429fcd8552c691 |
|||
MonoImporter: |
|||
externalObjects: {} |
|||
serializedVersion: 2 |
|||
defaultReferences: [] |
|||
executionOrder: 0 |
|||
icon: {instanceID: 0} |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|
|||
using UnityEngine; |
|||
using UnityEditor.ProjectWindowCallback; |
|||
using System.IO; |
|||
using UnityEngine.Experimental.Rendering; |
|||
using UnityEngine.SceneManagement; |
|||
|
|||
namespace UnityEditor.Experimental.Rendering |
|||
{ |
|||
public static class VolumeProfileFactory |
|||
{ |
|||
[MenuItem("Assets/Create/Volume Profile", priority = 201)] |
|||
static void CreateVolumeProfile() |
|||
{ |
|||
ProjectWindowUtil.StartNameEditingIfProjectWindowExists( |
|||
0, |
|||
ScriptableObject.CreateInstance<DoCreatePostProcessProfile>(), |
|||
"New Volume Profile.asset", |
|||
null, |
|||
null |
|||
); |
|||
} |
|||
|
|||
public static VolumeProfile CreateVolumeProfileAtPath(string path) |
|||
{ |
|||
var profile = ScriptableObject.CreateInstance<VolumeProfile>(); |
|||
profile.name = Path.GetFileName(path); |
|||
AssetDatabase.CreateAsset(profile, path); |
|||
AssetDatabase.SaveAssets(); |
|||
AssetDatabase.Refresh(); |
|||
return profile; |
|||
} |
|||
|
|||
public static VolumeProfile CreateVolumeProfile(Scene scene, string targetName) |
|||
{ |
|||
string path; |
|||
|
|||
if (string.IsNullOrEmpty(scene.path)) |
|||
{ |
|||
path = "Assets/"; |
|||
} |
|||
else |
|||
{ |
|||
var scenePath = Path.GetDirectoryName(scene.path); |
|||
var extPath = scene.name + "_Profiles"; |
|||
var profilePath = scenePath + "/" + extPath; |
|||
|
|||
if (!AssetDatabase.IsValidFolder(profilePath)) |
|||
AssetDatabase.CreateFolder(scenePath, extPath); |
|||
|
|||
path = profilePath + "/"; |
|||
} |
|||
|
|||
path += targetName + " Profile.asset"; |
|||
path = AssetDatabase.GenerateUniqueAssetPath(path); |
|||
|
|||
var profile = ScriptableObject.CreateInstance<VolumeProfile>(); |
|||
AssetDatabase.CreateAsset(profile, path); |
|||
AssetDatabase.SaveAssets(); |
|||
AssetDatabase.Refresh(); |
|||
return profile; |
|||
} |
|||
} |
|||
|
|||
class DoCreatePostProcessProfile : EndNameEditAction |
|||
{ |
|||
public override void Action(int instanceId, string pathName, string resourceFile) |
|||
{ |
|||
var profile = VolumeProfileFactory.CreateVolumeProfileAtPath(pathName); |
|||
ProjectWindowUtil.ShowCreatedAsset(profile); |
|||
} |
|||
} |
|||
} |
|
|||
fileFormatVersion: 2 |
|||
guid: da75d0a7610da4245824752899c20db4 |
|||
MonoImporter: |
|||
externalObjects: {} |
|||
serializedVersion: 2 |
|||
defaultReferences: [] |
|||
executionOrder: 0 |
|||
icon: {instanceID: 0} |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|
|||
using System; |
|||
using System.Collections.Generic; |
|||
|
|||
namespace UnityEngine.Experimental.Rendering |
|||
{ |
|||
public sealed class VolumeProfile : ScriptableObject |
|||
{ |
|||
public List<VolumeComponent> components = new List<VolumeComponent>(); |
|||
|
|||
// Editor only, doesn't have any use outside of it
|
|||
[NonSerialized] |
|||
public bool isDirty = true; |
|||
|
|||
void OnEnable() |
|||
{ |
|||
// Make sure every setting is valid. If a profile holds a script that doesn't exist
|
|||
// anymore, nuke it to keep the volume clean. Note that if you delete a script that is
|
|||
// currently in use in a volume you'll still get a one-time error in the console, it's
|
|||
// harmless and happens because Unity does a redraw of the editor (and thus the current
|
|||
// frame) before the recompilation step.
|
|||
components.RemoveAll(x => x == null); |
|||
} |
|||
|
|||
public void Reset() |
|||
{ |
|||
isDirty = true; |
|||
} |
|||
|
|||
public T Add<T>(bool overrides = false) |
|||
where T : VolumeComponent |
|||
{ |
|||
return (T)Add(typeof(T), overrides); |
|||
} |
|||
|
|||
public VolumeComponent Add(Type type, bool overrides = false) |
|||
{ |
|||
if (Has(type)) |
|||
throw new InvalidOperationException("Component already exists in the volume"); |
|||
|
|||
var component = (VolumeComponent)CreateInstance(type); |
|||
component.SetAllOverridesTo(overrides); |
|||
components.Add(component); |
|||
isDirty = true; |
|||
return component; |
|||
} |
|||
|
|||
public void Remove<T>() |
|||
where T : VolumeComponent |
|||
{ |
|||
Remove(typeof(T)); |
|||
} |
|||
|
|||
public void Remove(Type type) |
|||
{ |
|||
int toRemove = -1; |
|||
|
|||
for (int i = 0; i < components.Count; i++) |
|||
{ |
|||
if (components[i].GetType() == type) |
|||
{ |
|||
toRemove = i; |
|||
break; |
|||
} |
|||
} |
|||
|
|||
if (toRemove >= 0) |
|||
{ |
|||
components.RemoveAt(toRemove); |
|||
isDirty = true; |
|||
} |
|||
} |
|||
|
|||
public bool Has<T>() |
|||
where T : VolumeComponent |
|||
{ |
|||
return Has(typeof(T)); |
|||
} |
|||
|
|||
public bool Has(Type type) |
|||
{ |
|||
foreach (var component in components) |
|||
{ |
|||
if (component.GetType() == type) |
|||
return true; |
|||
} |
|||
|
|||
return false; |
|||
} |
|||
|
|||
public bool TryGet<T>(out T component) |
|||
where T : VolumeComponent |
|||
{ |
|||
var type = typeof(T); |
|||
component = null; |
|||
|
|||
foreach (var comp in components) |
|||
{ |
|||
if (comp.GetType() == type) |
|||
{ |
|||
component = (T)comp; |
|||
return true; |
|||
} |
|||
} |
|||
|
|||
return false; |
|||
} |
|||
} |
|||
} |
|
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fileFormatVersion: 2 |
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guid: d7fd9488000d3734a9e00ee676215985 |
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MonoImporter: |
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serializedVersion: 2 |
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defaultReferences: [] |
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executionOrder: 0 |
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icon: {instanceID: 0} |
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userData: |
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assetBundleName: |
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