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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
using System;
using System.Linq;
using System.Reflection;
namespace UnityEngine.Experimental.Rendering.HDPipeline
{
[CustomEditor(typeof(CommonSettings))]
[CanEditMultipleObjects]
public class CommonSettingsEditor
: Editor
{
private class Styles
{
public readonly GUIContent none = new GUIContent("None");
public readonly GUIContent sky = new GUIContent("Sky");
public readonly GUIContent skyRenderer = new GUIContent("Sky Renderer");
public readonly GUIContent shadows = new GUIContent("Shadows");
public readonly GUIContent maxShadowDistance = new GUIContent("Maximum shadow distance");
public readonly GUIContent shadowsDirectionalLightCascadeCount = new GUIContent("Directional cascade count");
public readonly GUIContent[] shadowsCascadeCounts = new GUIContent[] { new GUIContent("1"), new GUIContent("2"), new GUIContent("3"), new GUIContent("4") };
public readonly int[] shadowsCascadeCountValues = new int[] { 1, 2, 3, 4 };
public readonly GUIContent shadowsCascades = new GUIContent("Cascade values");
public readonly GUIContent[] shadowSplits = new GUIContent[] { new GUIContent("Split 0"), new GUIContent("Split 1"), new GUIContent("Split 2") };
}
private static Styles s_Styles = null;
private static Styles styles
{
get
{
if (s_Styles == null)
s_Styles = new Styles();
return s_Styles;
}
}
// Sky renderer
List<Type> m_SkyRendererTypes = new List<Type>();
private List<GUIContent> m_SkyRendererTypeNames = new List<GUIContent>();
private List<string> m_SkyRendererFullTypeNames = new List<string>();
private List<int> m_SkyRendererTypeValues = new List<int>();
private bool multipleEditing { get { return targets.Length > 1; } }
private SerializedProperty m_SkyRenderer;
private SerializedProperty m_ShadowMaxDistance;
private SerializedProperty m_ShadowCascadeCount;
private SerializedProperty[] m_ShadowCascadeSplits = new SerializedProperty[3];
void OnEnable()
{
m_SkyRenderer = serializedObject.FindProperty("m_SkyRendererTypeName");
m_ShadowMaxDistance = serializedObject.FindProperty("m_ShadowMaxDistance");
m_ShadowCascadeCount = serializedObject.FindProperty("m_ShadowCascadeCount");
for (int i = 0; i < 3; ++i)
m_ShadowCascadeSplits[i] = serializedObject.FindProperty(string.Format("m_ShadowCascadeSplit{0}", i));
m_SkyRendererTypes = Assembly.GetAssembly(typeof(SkyRenderer))
.GetTypes()
.Where(t => t.IsSubclassOf(typeof(SkyRenderer)) && !t.IsGenericType)
.ToList();
// Prepare the list of available SkyRenderers for the IntPopup
m_SkyRendererTypeNames.Clear();
m_SkyRendererFullTypeNames.Clear();
m_SkyRendererTypeValues.Clear();
for (int i = 0; i < m_SkyRendererTypes.Count; ++i)
{
string longName = m_SkyRendererTypes[i].ToString();
m_SkyRendererFullTypeNames.Add(longName);
char[] separators = {'.'};
string[] tokens = longName.Split(separators);
m_SkyRendererTypeNames.Add(new GUIContent(tokens[tokens.Length - 1]));
m_SkyRendererTypeValues.Add(i);
}
// Add default null value.
m_SkyRendererTypeNames.Add(styles.none);
m_SkyRendererFullTypeNames.Add("");
m_SkyRendererTypeValues.Add(m_SkyRendererTypeValues.Count);
m_SkyRendererTypes.Add(null);
}
void OnSkyInspectorGUI()
{
EditorGUILayout.LabelField(styles.sky);
EditorGUI.indentLevel++;
// Retrieve the index of the current SkyRenderer. Won't be used in case of multiple editing with different values
int index = -1;
for (int i = 0; i < m_SkyRendererTypeNames.Count; ++i)
{
if (m_SkyRendererFullTypeNames[i] == m_SkyRenderer.stringValue)
{
index = i;
break;
}
}
EditorGUI.showMixedValue = m_SkyRenderer.hasMultipleDifferentValues;
EditorGUI.BeginChangeCheck();
int newValue = EditorGUILayout.IntPopup(styles.skyRenderer, index, m_SkyRendererTypeNames.ToArray(), m_SkyRendererTypeValues.ToArray());
if (EditorGUI.EndChangeCheck())
{
m_SkyRenderer.stringValue = m_SkyRendererFullTypeNames[newValue];
}
EditorGUI.showMixedValue = false;
EditorGUI.indentLevel--;
}
void OnShadowInspectorGUI()
{
EditorGUILayout.LabelField(styles.shadows);
EditorGUI.indentLevel++;
EditorGUILayout.PropertyField(m_ShadowMaxDistance, styles.maxShadowDistance);
EditorGUI.BeginChangeCheck();
EditorGUI.showMixedValue = m_ShadowCascadeCount.hasMultipleDifferentValues;
int newCascadeCount = EditorGUILayout.IntPopup(styles.shadowsDirectionalLightCascadeCount, m_ShadowCascadeCount.intValue, styles.shadowsCascadeCounts, styles.shadowsCascadeCountValues);
if(EditorGUI.EndChangeCheck())
{
m_ShadowCascadeCount.intValue = newCascadeCount;
}
// Compute max cascade count.
int maxCascadeCount = 0;
for (int i = 0; i < targets.Length; ++i)
{
CommonSettings settings = targets[i] as CommonSettings;
maxCascadeCount = Math.Max(maxCascadeCount, settings.settings.shadowCascadeCount);
}
EditorGUI.indentLevel++;
for (int i = 0; i < maxCascadeCount - 1; i++)
{
EditorGUILayout.PropertyField(m_ShadowCascadeSplits[i], styles.shadowSplits[i]);
}
EditorGUI.indentLevel--;
EditorGUI.indentLevel--;
}
/* public override void OnInspectorGUI()
{
serializedObject.Update();
OnSkyInspectorGUI();
OnShadowInspectorGUI();
serializedObject.ApplyModifiedProperties();
}*/
}
}