浏览代码

Fixed formatting problems

/main
GitHub 6 年前
当前提交
b8f6631c
共有 1 个文件被更改,包括 6 次插入4 次删除
  1. 10
      com.unity.render-pipelines.high-definition/HDRP/Editor/Lighting/HDLightExplorerExtension.cs

10
com.unity.render-pipelines.high-definition/HDRP/Editor/Lighting/HDLightExplorerExtension.cs


public AdditionalShadowData additionalShadowData;
public bool isPrefab;
public Object prefabRoot;
public LightData(HDAdditionalLightData hdAdditionalLightData, AdditionalShadowData additionalShadowData,bool isPrefab, Object prefabRoot)
public LightData(HDAdditionalLightData hdAdditionalLightData, AdditionalShadowData additionalShadowData, bool isPrefab, Object prefabRoot)
{
this.hdAdditionalLightData = hdAdditionalLightData;
this.additionalShadowData = additionalShadowData;

public VolumeProfile profile;
public FogType fogType;
public SkyType skyType;
public VolumeData(bool isGlobal, VolumeProfile profile, bool hasBakingSky)
{
this.isGlobal = isGlobal;

public static readonly GUIContent ReflectionProbeFarClip = EditorGUIUtility.TrTextContent("Far Clip");
public static readonly GUIContent ParallaxCorrection = EditorGUIUtility.TrTextContent("Parallax Correction");
public static readonly GUIContent ReflectionProbeWeight = EditorGUIUtility.TrTextContent("Weight");
public static readonly GUIContent[] LightmapBakeTypeTitles = { EditorGUIUtility.TrTextContent("Realtime"), EditorGUIUtility.TrTextContent("Mixed"), EditorGUIUtility.TrTextContent("Baked") };
public static readonly int[] LightmapBakeTypeValues = { (int)LightmapBakeType.Realtime, (int)LightmapBakeType.Mixed, (int)LightmapBakeType.Baked };

foreach (Light light in lights)
{
var prefabRoot =
lightDataPairing[light] = new LightData(light.GetComponent<HDAdditionalLightData>(), light.GetComponent<AdditionalShadowData>(), PrefabUtility.GetCorrespondingObjectFromSource(light) == null ? false : true, PrefabUtility.GetCorrespondingObjectFromSource(PrefabUtility.FindPrefabRoot(light.gameObject)));
lightDataPairing[light] = new LightData(light.GetComponent<HDAdditionalLightData>(), light.GetComponent<AdditionalShadowData>(),
PrefabUtility.GetCorrespondingObjectFromSource(light) == null ? false : true, PrefabUtility.GetCorrespondingObjectFromSource(PrefabUtility.FindPrefabRoot(light.gameObject)));
}
return lights;
}

{
if(prop.serializedObject.FindProperty("m_UseColorTemperature").boolValue)
{
prop= prop.serializedObject.FindProperty("m_ColorTemperature");
prop = prop.serializedObject.FindProperty("m_ColorTemperature");
prop.floatValue = EditorGUI.FloatField(r,prop.floatValue);
}
}),

正在加载...
取消
保存