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Fix area light size reset when multi-selected

/main
Antoine Lelievre 6 年前
当前提交
9e44af67
共有 1 个文件被更改,包括 17 次插入9 次删除
  1. 26
      com.unity.render-pipelines.high-definition/HDRP/Editor/Lighting/HDLightEditor.cs

26
com.unity.render-pipelines.high-definition/HDRP/Editor/Lighting/HDLightEditor.cs


// In case of change, think to update InitDefaultHDAdditionalLightData()
settings.lightType.enumValueIndex = (int)LightType.Point;
m_AdditionalLightData.lightTypeExtent.enumValueIndex = (int)LightTypeExtent.Rectangle;
EditorGUI.BeginChangeCheck();
m_AdditionalLightData.shapeWidth.floatValue = Mathf.Max(m_AdditionalLightData.shapeWidth.floatValue, k_MinAreaWidth);
m_AdditionalLightData.shapeHeight.floatValue = Mathf.Max(m_AdditionalLightData.shapeHeight.floatValue, k_MinAreaWidth);
settings.areaSizeX.floatValue = m_AdditionalLightData.shapeWidth.floatValue;
settings.areaSizeY.floatValue = m_AdditionalLightData.shapeHeight.floatValue;
if (EditorGUI.EndChangeCheck())
{
m_AdditionalLightData.shapeWidth.floatValue = Mathf.Max(m_AdditionalLightData.shapeWidth.floatValue, k_MinAreaWidth);
m_AdditionalLightData.shapeHeight.floatValue = Mathf.Max(m_AdditionalLightData.shapeHeight.floatValue, k_MinAreaWidth);
settings.areaSizeX.floatValue = m_AdditionalLightData.shapeWidth.floatValue;
settings.areaSizeY.floatValue = m_AdditionalLightData.shapeHeight.floatValue;
}
if (settings.isRealtime)
settings.shadowsType.enumValueIndex = (int)LightShadows.None;
break;

//m_BaseData.type.enumValueIndex = (int)LightType.Area;
settings.lightType.enumValueIndex = (int)LightType.Point;
m_AdditionalLightData.lightTypeExtent.enumValueIndex = (int)LightTypeExtent.Line;
EditorGUI.BeginChangeCheck();
m_AdditionalLightData.shapeWidth.floatValue = Mathf.Max(m_AdditionalLightData.shapeWidth.floatValue, k_MinAreaWidth);
m_AdditionalLightData.shapeHeight.floatValue = Mathf.Max(m_AdditionalLightData.shapeHeight.floatValue, k_MinAreaWidth);
// Fake line with a small rectangle in vanilla unity for GI
settings.areaSizeX.floatValue = m_AdditionalLightData.shapeWidth.floatValue;
settings.areaSizeY.floatValue = k_MinAreaWidth;
if (EditorGUI.EndChangeCheck())
{
m_AdditionalLightData.shapeWidth.floatValue = Mathf.Max(m_AdditionalLightData.shapeWidth.floatValue, k_MinAreaWidth);
m_AdditionalLightData.shapeHeight.floatValue = Mathf.Max(m_AdditionalLightData.shapeHeight.floatValue, k_MinAreaWidth);
// Fake line with a small rectangle in vanilla unity for GI
settings.areaSizeX.floatValue = m_AdditionalLightData.shapeWidth.floatValue;
settings.areaSizeY.floatValue = k_MinAreaWidth;
}
settings.shadowsType.enumValueIndex = (int)LightShadows.None;
break;

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