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Moved "Create Scene Setting" button to the Scene Setting management window.

/Branch_Batching2
Julien Ignace 7 年前
当前提交
dc409f27
共有 2 个文件被更改,包括 9 次插入18 次删除
  1. 18
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Editor/HDRenderPipelineMenuItems.cs
  2. 9
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Editor/SceneSettingsManagementWindow.cs

18
Assets/ScriptableRenderPipeline/HDRenderPipeline/Editor/HDRenderPipelineMenuItems.cs


}
}
[MenuItem("HDRenderPipeline/Create Scene Settings")]
public static void CreateSceneSettings()
{
var allSettings = Object.FindObjectsOfType<SceneSettings>();
var activeScene = SceneManager.GetActiveScene();
foreach (SceneSettings setting in allSettings)
{
if (setting.gameObject.scene == activeScene)
{
EditorUtility.DisplayDialog("Create Scene Settings", "Scene settings already exist on scene " + activeScene.name + ". \n\n If you want to create on another scene, set it active (double click) first, then select this option in the menu.", "Got It!");
return;
}
}
var manager = new GameObject();
manager.name = "Scene Settings";
manager.AddComponent<SceneSettings>();
}
}
}

9
Assets/ScriptableRenderPipeline/HDRenderPipeline/Editor/SceneSettingsManagementWindow.cs


{
CreateAsset<SubsurfaceScatteringParameters>("NewSssParameters");
}
EditorGUILayout.Space();
if (GUILayout.Button("Create Scene Settings"))
{
var manager = new GameObject();
manager.name = "Scene Settings";
manager.AddComponent<SceneSettings>();
}
}
}
}
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