using UnityEngine; using UnityEngine.Experimental.Rendering; namespace UnityEditor.Experimental.Rendering { [CustomEditor(typeof(Volume))] sealed class VolumeEditor : Editor { SerializedProperty m_IsGlobal; SerializedProperty m_BlendRadius; SerializedProperty m_Weight; SerializedProperty m_Priority; SerializedProperty m_Profile; VolumeComponentListEditor m_ComponentList; Volume actualTarget { get { return target as Volume; } } void OnEnable() { var o = new PropertyFetcher(serializedObject); m_IsGlobal = o.Find(x => x.isGlobal); m_BlendRadius = o.Find(x => x.blendDistance); m_Weight = o.Find(x => x.weight); m_Priority = o.Find(x => x.priority); m_Profile = o.Find(x => x.sharedProfile); m_ComponentList = new VolumeComponentListEditor(this); RefreshEffectListEditor(actualTarget.sharedProfile); } void OnDisable() { if (m_ComponentList != null) m_ComponentList.Clear(); } void RefreshEffectListEditor(VolumeProfile asset) { m_ComponentList.Clear(); if (asset != null) m_ComponentList.Init(asset, new SerializedObject(asset)); } public override void OnInspectorGUI() { serializedObject.Update(); EditorGUILayout.PropertyField(m_IsGlobal); if (!m_IsGlobal.boolValue) // Blend radius is not needed for global volumes { EditorGUILayout.PropertyField(m_BlendRadius); m_BlendRadius.floatValue = Mathf.Max(m_BlendRadius.floatValue, 0f); } EditorGUILayout.PropertyField(m_Weight); EditorGUILayout.PropertyField(m_Priority); bool assetHasChanged = false; bool showCopy = m_Profile.objectReferenceValue != null; bool multiEdit = m_Profile.hasMultipleDifferentValues; // The layout system breaks alignement when mixing inspector fields with custom layouted // fields, do the layout manually instead int buttonWidth = showCopy ? 45 : 60; float indentOffset = EditorGUI.indentLevel * 15f; var lineRect = GUILayoutUtility.GetRect(1, EditorGUIUtility.singleLineHeight); var labelRect = new Rect(lineRect.x, lineRect.y, EditorGUIUtility.labelWidth - indentOffset, lineRect.height); var fieldRect = new Rect(labelRect.xMax, lineRect.y, lineRect.width - labelRect.width - buttonWidth * (showCopy ? 2 : 1), lineRect.height); var buttonNewRect = new Rect(fieldRect.xMax, lineRect.y, buttonWidth, lineRect.height); var buttonCopyRect = new Rect(buttonNewRect.xMax, lineRect.y, buttonWidth, lineRect.height); EditorGUI.PrefixLabel(labelRect, CoreEditorUtils.GetContent("Profile|A reference to a profile asset.")); using (var scope = new EditorGUI.ChangeCheckScope()) { EditorGUI.BeginProperty(fieldRect, GUIContent.none, m_Profile); var profile = (VolumeProfile)EditorGUI.ObjectField(fieldRect, m_Profile.objectReferenceValue, typeof(VolumeProfile), false); if (scope.changed) { assetHasChanged = true; m_Profile.objectReferenceValue = profile; } EditorGUI.EndProperty(); } using (new EditorGUI.DisabledScope(multiEdit)) { if (GUI.Button(buttonNewRect, CoreEditorUtils.GetContent("New|Create a new profile."), showCopy ? EditorStyles.miniButtonLeft : EditorStyles.miniButton)) { // By default, try to put assets in a folder next to the currently active // scene file. If the user isn't a scene, put them in root instead. var targetName = actualTarget.name; var scene = actualTarget.gameObject.scene; var asset = VolumeProfileFactory.CreateVolumeProfile(scene, targetName); m_Profile.objectReferenceValue = asset; assetHasChanged = true; } if (showCopy && GUI.Button(buttonCopyRect, CoreEditorUtils.GetContent("Clone|Create a new profile and copy the content of the currently assigned profile."), EditorStyles.miniButtonRight)) { // Duplicate the currently assigned profile and save it as a new profile var origin = (VolumeProfile)m_Profile.objectReferenceValue; var path = AssetDatabase.GetAssetPath(origin); path = AssetDatabase.GenerateUniqueAssetPath(path); var asset = Instantiate(origin); asset.components.Clear(); AssetDatabase.CreateAsset(asset, path); foreach (var item in origin.components) { var itemCopy = Instantiate(item); itemCopy.hideFlags = HideFlags.HideInInspector | HideFlags.HideInHierarchy; itemCopy.name = item.name; asset.components.Add(itemCopy); AssetDatabase.AddObjectToAsset(itemCopy, asset); } AssetDatabase.SaveAssets(); AssetDatabase.Refresh(); m_Profile.objectReferenceValue = asset; assetHasChanged = true; } } EditorGUILayout.Space(); if (m_Profile.objectReferenceValue == null) { if (assetHasChanged) m_ComponentList.Clear(); // Asset wasn't null before, do some cleanup } else { if (assetHasChanged) RefreshEffectListEditor((VolumeProfile)m_Profile.objectReferenceValue); if (!multiEdit) { m_ComponentList.OnGUI(); EditorGUILayout.Space(); } } serializedObject.ApplyModifiedProperties(); } } }