Singularity/Library/PackageCache/com.unity.render-pipelines..../Editor/Lighting/LightAnchorEditor.cs
2024-05-06 11:45:45 -07:00

651 lines
31 KiB
C#

using System;
using System.Linq;
using UnityEngine;
using UnityEditor.EditorTools;
using UnityEngine.Assertions;
using UnityEngine.UIElements;
namespace UnityEditor
{
/// <summary>
/// LightAnchorEditor represent the inspector for the LightAnchor
/// </summary>
[CustomEditor(typeof(LightAnchor))]
public class LightAnchorEditor : Editor
{
float m_Yaw;
float m_Pitch;
float m_Roll;
float m_Distance;
LightAnchor.UpDirection m_FrameSpace;
// used for cache invalidation
Vector3 m_CamToLight;
float m_CamLightForwardDot;
float m_CamLightRightDot;
bool m_EnableClickCatcher = false;
bool m_FoldoutPreset = true;
VisualElement m_GameViewRootElement;
VisualElement m_ClickCatcher;
SerializedProperty m_DistanceProperty;
SerializedProperty m_FrameSpaceProperty;
SerializedProperty m_AnchorPositionOverrideProperty;
SerializedProperty m_AnchorPositionOffsetProperty;
LightAnchor manipulator
{
get { return target as LightAnchor; }
}
/// <summary>
/// Calls the methods in its invocation list when show the Inspector
/// </summary>
public override void OnInspectorGUI()
{
var camera = Camera.main;
if (camera == null)
{
EditorGUILayout.HelpBox("Light Anchor: At least one camera must be tagged as MainCamera", MessageType.Error);
return;
}
if (IsCacheInvalid(manipulator))
{
manipulator.SynchronizeOnTransform(camera);
UpdateCache();
}
// anchor is cached for it cannot be changed from the inspector,
// we have a dedicated editor tool to move the anchor
var anchor = manipulator.anchorPosition;
bool yawChanged = false;
bool pitchChanged = false;
bool rollChanged = false;
bool distanceChanged = false;
bool positionOverrideChanged = false;
bool upChanged = false;
using (var change = new EditorGUI.ChangeCheckScope())
{
EditorGUILayout.Space();
float widgetHeight = EditorGUIUtility.singleLineHeight * 5f;
using (new EditorGUILayout.HorizontalScope())
{
Color usedColor;
EditorGUI.BeginChangeCheck();
{
var localRect = EditorGUILayout.GetControlRect(false, widgetHeight);
usedColor = Color.green;
usedColor.a = 0.2f;
m_Yaw = AngleField(localRect, "Yaw", m_Yaw, 90, usedColor, true);
}
yawChanged = EditorGUI.EndChangeCheck();
EditorGUI.BeginChangeCheck();
{
var localRect = EditorGUILayout.GetControlRect(false, widgetHeight);
usedColor = Color.blue;
usedColor.a = 0.2f;
m_Pitch = AngleField(localRect, "Pitch", m_Pitch, 180, usedColor, true);
}
pitchChanged = EditorGUI.EndChangeCheck();
EditorGUI.BeginChangeCheck();
{
var localRect = EditorGUILayout.GetControlRect(false, widgetHeight);
usedColor = Color.grey;
usedColor.a = 0.2f;
bool enabledKnob = true;
m_Roll = AngleField(localRect, "Roll", m_Roll, -90, usedColor, enabledKnob);
}
rollChanged = EditorGUI.EndChangeCheck();
}
EditorGUILayout.Space();
Rect angleRect = EditorGUILayout.GetControlRect(true, EditorGUI.GetPropertyHeight(SerializedPropertyType.Vector3, EditorGUIUtility.TrTextContent("")));
float[] angles = new float[3] { m_Yaw, m_Pitch, m_Roll };
EditorGUI.BeginChangeCheck();
EditorGUI.MultiFloatField(angleRect, LightAnchorStyles.angleSubContent, angles);
const float eps = 1e-4f;
if (EditorGUI.EndChangeCheck())
{
if (Mathf.Abs(angles[0] - m_Yaw) > eps)
{
m_Yaw = angles[0];
yawChanged = true;
}
if (Mathf.Abs(angles[1] - m_Pitch) > eps)
{
m_Pitch = angles[1];
pitchChanged = true;
}
if (Mathf.Abs(angles[2] - m_Roll) > eps)
{
m_Roll = angles[2];
rollChanged = true;
}
}
EditorGUILayout.Space();
EditorGUI.BeginChangeCheck();
EditorGUILayout.PropertyField(m_DistanceProperty, LightAnchorStyles.distanceProperty);
if (distanceChanged = EditorGUI.EndChangeCheck())
m_DistanceProperty.floatValue = Mathf.Min(m_DistanceProperty.floatValue, LightAnchor.k_MaxDistance);
EditorGUI.BeginChangeCheck();
EditorGUILayout.PropertyField(m_FrameSpaceProperty, LightAnchorStyles.upDirectionProperty);
upChanged = EditorGUI.EndChangeCheck();
EditorGUI.BeginChangeCheck();
EditorGUILayout.PropertyField(m_AnchorPositionOverrideProperty, LightAnchorStyles.anchorPositionOverrideProperty);
positionOverrideChanged = EditorGUI.EndChangeCheck();
if (m_AnchorPositionOverrideProperty.objectReferenceValue != null)
{
EditorGUI.indentLevel++;
EditorGUI.BeginChangeCheck();
EditorGUILayout.PropertyField(m_AnchorPositionOffsetProperty, LightAnchorStyles.anchorPositionOffsetProperty);
positionOverrideChanged |= EditorGUI.EndChangeCheck();
EditorGUI.indentLevel--;
}
if (m_FoldoutPreset = EditorGUILayout.Foldout(m_FoldoutPreset, "Common"))
{
Color cachedColor = GUI.backgroundColor;
GUI.backgroundColor = LightAnchorStyles.BackgroundIconColor();
var inspectorWidth = EditorGUIUtility.currentViewWidth - LightAnchorStyles.inspectorWidthPadding;
int thumbnailSize = 64;
float elementPerLine = inspectorWidth / thumbnailSize;
var presetButtonWidth = GUILayout.Width(thumbnailSize);
var presetButtonHeight = GUILayout.Height(thumbnailSize);
{
int elementIdx = 1;
EditorGUILayout.BeginHorizontal();
bool rectFound = false;
void SingleThumbnail(GUIContent style, GUILayoutOption width, GUILayoutOption height,
float yawValue, float pitchValue,
float elemPerLine, bool doLayout,
ref Rect rectangle, ref int elemIdx, ref bool rectangleFound,
ref float yaw,
ref float pitch,
ref bool isYawChanged,
ref bool isPitchChanged
)
{
if (GUILayout.Button(style, width, height))
{
yaw = yawValue;
pitch = pitchValue;
isYawChanged = true;
isPitchChanged = true;
}
if (Mathf.Abs(yaw - yawValue) < eps && Mathf.Abs(pitch - pitchValue) < eps)
{
rectangle = GUILayoutUtility.GetLastRect();
rectangleFound = true;
}
++elemIdx;
if ((float)elemIdx > elemPerLine)
{
elemIdx = 1;
if (doLayout)
{
GUILayout.FlexibleSpace();
EditorGUILayout.EndHorizontal();
EditorGUILayout.BeginHorizontal();
}
}
}
Rect rect = new Rect();
SingleThumbnail(LightAnchorStyles.presetTextureRimLeft, presetButtonWidth, presetButtonHeight,
135.0f, 0.0f,
elementPerLine, true,
ref rect, ref elementIdx, ref rectFound,
ref m_Yaw, ref m_Pitch, ref yawChanged, ref pitchChanged
);
SingleThumbnail(LightAnchorStyles.presetTextureKickLeft, presetButtonWidth, presetButtonHeight,
100.0f, 10.0f,
elementPerLine, true,
ref rect, ref elementIdx, ref rectFound,
ref m_Yaw, ref m_Pitch, ref yawChanged, ref pitchChanged
);
SingleThumbnail(LightAnchorStyles.presetTextureBounceLeft, presetButtonWidth, presetButtonHeight,
30.0f, -30.0f,
elementPerLine, true,
ref rect, ref elementIdx, ref rectFound,
ref m_Yaw, ref m_Pitch, ref yawChanged, ref pitchChanged
);
SingleThumbnail(LightAnchorStyles.presetTextureFillLeft, presetButtonWidth, presetButtonHeight,
35.0f, 35.0f,
elementPerLine, true,
ref rect, ref elementIdx, ref rectFound,
ref m_Yaw, ref m_Pitch, ref yawChanged, ref pitchChanged
);
SingleThumbnail(LightAnchorStyles.presetTextureHair, presetButtonWidth, presetButtonHeight,
0.0f, 100.0f,
elementPerLine, true,
ref rect, ref elementIdx, ref rectFound,
ref m_Yaw, ref m_Pitch, ref yawChanged, ref pitchChanged
);
SingleThumbnail(LightAnchorStyles.presetTextureFillRight, presetButtonWidth, presetButtonHeight,
-35.0f, 35.0f,
elementPerLine, true,
ref rect, ref elementIdx, ref rectFound,
ref m_Yaw, ref m_Pitch, ref yawChanged, ref pitchChanged
);
SingleThumbnail(LightAnchorStyles.presetTextureBounceRight, presetButtonWidth, presetButtonHeight,
-30.0f, -30.0f,
elementPerLine, true,
ref rect, ref elementIdx, ref rectFound,
ref m_Yaw, ref m_Pitch, ref yawChanged, ref pitchChanged
);
SingleThumbnail(LightAnchorStyles.presetTextureKickRight, presetButtonWidth, presetButtonHeight,
-100.0f, 10.0f,
elementPerLine, true,
ref rect, ref elementIdx, ref rectFound,
ref m_Yaw, ref m_Pitch, ref yawChanged, ref pitchChanged
);
SingleThumbnail(LightAnchorStyles.presetTextureRimRight, presetButtonWidth, presetButtonHeight,
-135.0f, 0.0f,
elementPerLine, false,
ref rect, ref elementIdx, ref rectFound,
ref m_Yaw, ref m_Pitch, ref yawChanged, ref pitchChanged
);
GUILayout.FlexibleSpace();
EditorGUILayout.EndHorizontal();
if (rectFound)
{
Handles.DrawSolidRectangleWithOutline(rect, LightAnchorStyles.totalTransparentColor, LightAnchorStyles.hoverColor);
}
}
GUI.backgroundColor = cachedColor;
}
if (upChanged)
{
Undo.RecordObjects(new UnityEngine.Object[] { target, manipulator.transform }, "Light Anchor Change");
manipulator.frameSpace = (LightAnchor.UpDirection)m_FrameSpaceProperty.intValue;
manipulator.SynchronizeOnTransform(camera);
UpdateCache();
}
if (yawChanged || pitchChanged || rollChanged || distanceChanged || positionOverrideChanged)
{
Undo.RecordObjects(new UnityEngine.Object[] { target, manipulator.transform }, "Light Anchor Change");
if (yawChanged)
manipulator.yaw = m_Yaw;
if (pitchChanged)
manipulator.pitch = m_Pitch;
if (rollChanged)
manipulator.roll = m_Roll;
if (distanceChanged)
manipulator.distance = m_DistanceProperty.floatValue;
if (positionOverrideChanged)
{
var newTransform = m_AnchorPositionOverrideProperty.objectReferenceValue as Transform;
if (newTransform != null)
{
// Check that the assigned transform is not child of the light anchor, otherwise it would cause problems when moving the light position
if (newTransform.IsChildOf(manipulator.transform))
Debug.LogError($"Can't assign '{newTransform.name}' because it's a child of the Light Anchor component");
else
{
manipulator.anchorPositionOverride = newTransform;
manipulator.anchorPositionOffset = m_AnchorPositionOffsetProperty.vector3Value;
float newDistance = Vector3.Distance(manipulator.transform.position, manipulator.anchorPosition);
// Orient the object to face the new override position
manipulator.SynchronizeOnTransform(camera);
// And adjust it's distance to avoid modifying it's position.
manipulator.distance = newDistance;
}
}
else
manipulator.anchorPositionOverride = newTransform;
}
if (manipulator.anchorPositionOverride != null)
anchor = manipulator.anchorPosition;
manipulator.UpdateTransform(camera, anchor);
IsCacheInvalid(manipulator);
}
}
}
void OnEnable()
{
UpdateCache();
// Setup event to keep track of EditorTool state
ToolManager.activeToolChanged += EditorToolsOnactiveToolChanged;
// Get a reference to the GameView
// TODO: This currently only works with a single Game View
var gameViews = Resources.FindObjectsOfTypeAll<EditorWindow>()
.Where(w => w.GetType().FullName == "UnityEditor.GameView")
.ToArray();
var gameView = gameViews.First();
// We create an invisible VisualElement that gets overlayed onto the Game View to intercept mouse clicks
// when the editor tool is active
m_GameViewRootElement = gameView.rootVisualElement;
m_ClickCatcher = new VisualElement();
m_ClickCatcher.style.flexGrow = 1;
// Determine if the editor tool is already active (this helps keep our state when swapping between
// different light objects directly, or after an assembly reload)
var anchorTools = Resources.FindObjectsOfTypeAll<LightAnchorEditorTool>()
.ToArray();
if (anchorTools.Length > 0)
{
var anchorTool = anchorTools[0];
if (anchorTool != null)
{
EnableClickCatcher(m_EnableClickCatcher);
}
}
m_DistanceProperty = serializedObject.FindProperty("m_Distance");
m_FrameSpaceProperty = serializedObject.FindProperty("m_FrameSpace");
m_AnchorPositionOverrideProperty = serializedObject.FindProperty("m_AnchorPositionOverride");
m_AnchorPositionOffsetProperty = serializedObject.FindProperty("m_AnchorPositionOffset");
}
void EditorToolsOnactiveToolChanged()
{
// When the active editor tool changes we need to either enable or disable our click catcher
EnableClickCatcher(ToolManager.activeToolType == typeof(LightAnchorEditorTool));
}
void OnDisable()
{
// cleanup our click catcher element
m_ClickCatcher?.RemoveFromHierarchy();
// unsubscribe from EditorTool event
ToolManager.activeToolChanged -= EditorToolsOnactiveToolChanged;
}
void EnableClickCatcher(bool enable)
{
// adds or removes the click catcher element to the Game View as needed
if (enable)
{
m_GameViewRootElement.Add(m_ClickCatcher);
}
else
{
if (m_ClickCatcher != null)
{
m_ClickCatcher.RemoveFromHierarchy();
}
}
}
void UpdateCache()
{
if (manipulator != null)
{
m_Yaw = manipulator.yaw;
m_Pitch = manipulator.pitch;
m_Roll = manipulator.roll;
m_Distance = manipulator.distance;
m_FrameSpace = manipulator.frameSpace;
}
}
bool IsCacheInvalid(LightAnchor manipulator)
{
var camera = Camera.main;
Assert.IsNotNull(camera, "Light Anchor: Main Camera is NULL");
var cameraTransform = camera.transform;
var manipulatorTransform = manipulator.transform;
var camToLight = manipulatorTransform.position - cameraTransform.position;
var camLightForwardDot = Vector3.Dot(manipulatorTransform.forward, cameraTransform.forward);
var camLightRightDot = Vector3.Dot(manipulatorTransform.right, cameraTransform.right);
var dirty = camToLight != m_CamToLight || Math.Abs(camLightForwardDot - m_CamLightForwardDot) > float.Epsilon
|| Math.Abs(camLightRightDot - m_CamLightRightDot) > float.Epsilon || m_FrameSpace != manipulator.frameSpace;
m_CamToLight = camToLight;
m_CamLightForwardDot = camLightForwardDot;
m_CamLightRightDot = camLightRightDot;
return dirty;
}
AngleFieldState GetAngleFieldState(int id)
{
return (AngleFieldState)GUIUtility.GetStateObject(typeof(AngleFieldState), id);
}
float AngleField(Rect knobRect, string label, float angle, float offset, Color sectionColor, bool enabled)
{
var id = GUIUtility.GetControlID("AngleSlider".GetHashCode(), FocusType.Passive);
var state = GetAngleFieldState(id);
if (Event.current.type == EventType.Repaint)
{
state.radius = Mathf.Min(knobRect.width, knobRect.height) * 0.5f;
state.position = knobRect.center;
}
// state object not populated yet, we'll wait for repaint, abort
if (Math.Abs(state.radius) < Mathf.Epsilon)
return angle;
var newAngle = 0f;
// reset on right click
var didReset = GUIUtility.hotControl == 0
&& Event.current.type == EventType.MouseDown
&& Event.current.button == 1
&& knobRect.Contains(Event.current.mousePosition);
if (didReset)
{
newAngle = 0f;
Event.current.Use();
GUI.changed = true;
}
else if (enabled)
{
var srcPos = new Vector2(
Mathf.Cos((angle + offset) * Mathf.Deg2Rad),
Mathf.Sin((angle + offset) * Mathf.Deg2Rad)) * state.radius + state.position;
var dstPos = Slider2DCircular(id, srcPos, 5f, Handles.CircleHandleCap);
dstPos -= state.position;
dstPos.Normalize();
newAngle = LightAnchor.NormalizeAngleDegree(Mathf.Atan2(dstPos.y, dstPos.x) * Mathf.Rad2Deg - offset);
newAngle = Mathf.Round(newAngle * 100.0f) / 100.0f;
}
else
{
newAngle = 0;
}
if (Event.current.type == EventType.Repaint)
{
DrawAngleWidget(state.position, state.radius, newAngle, offset, sectionColor, enabled);
}
return newAngle;
}
static void DrawAngleWidget(Vector2 center, float radius, float angleDegrees, float offset, Color sectionColor, bool enabled)
{
Vector2 originPosition = center + new Vector2(
Mathf.Cos(offset * Mathf.Deg2Rad),
Mathf.Sin(offset * Mathf.Deg2Rad)) * radius;
Vector2 toOrigin = originPosition - center;
Vector2 handlePosition = center + new Vector2(
Mathf.Cos((angleDegrees + offset) * Mathf.Deg2Rad),
Mathf.Sin((angleDegrees + offset) * Mathf.Deg2Rad)) * radius;
Color backupColor = Handles.color;
Handles.color = LightAnchorStyles.DiskBackgroundAngleColor();
Handles.DrawSolidDisc(center, Vector3.forward, radius);
Handles.color = LightAnchorStyles.angleDiskBorderColor;
Handles.DrawWireDisc(center, Vector3.forward, radius);
Handles.color = sectionColor;
Handles.DrawSolidArc(center, Vector3.forward, Quaternion.AngleAxis(offset, Vector3.forward) * Vector3.right, angleDegrees, radius);
Handles.color = LightAnchorStyles.WireDiskAngleColor();
Handles.DrawLine(center + toOrigin * 0.75f, center + toOrigin * 0.9f);
Handles.DrawLine(center, handlePosition);
Handles.DrawSolidDisc(handlePosition, Vector3.forward, 5f);
Handles.color = backupColor;
}
static Rect SliceRectVertical(Rect r, float min, float max)
{
return Rect.MinMaxRect(
r.xMin, Mathf.Lerp(r.yMin, r.yMax, min),
r.xMax, Mathf.Lerp(r.yMin, r.yMax, max));
}
static Vector2 s_CurrentMousePosition;
static Vector2 s_DragStartScreenPosition;
static Vector2 s_DragScreenOffset;
static internal Vector2 Slider2DCircular(int id, Vector2 position, float size, Handles.CapFunction drawCapFunction)
{
var type = Event.current.GetTypeForControl(id);
switch (type)
{
case EventType.MouseDown:
if (Event.current.button == 0 && HandleUtility.nearestControl == id && !Event.current.alt)
{
GUIUtility.keyboardControl = id;
GUIUtility.hotControl = id;
s_CurrentMousePosition = Event.current.mousePosition;
s_DragStartScreenPosition = Event.current.mousePosition;
Vector2 b = HandleUtility.WorldToGUIPoint(position);
s_DragScreenOffset = s_CurrentMousePosition - b;
EditorGUIUtility.SetWantsMouseJumping(1);
Event.current.Use();
}
break;
case EventType.MouseUp:
if (GUIUtility.hotControl == id && (Event.current.button == 0 || Event.current.button == 2))
{
GUIUtility.hotControl = 0;
Event.current.Use();
EditorGUIUtility.SetWantsMouseJumping(0);
}
break;
case EventType.MouseDrag:
if (GUIUtility.hotControl == id)
{
s_CurrentMousePosition = Event.current.mousePosition;
Vector2 center = position;
position = Handles.inverseMatrix.MultiplyPoint(s_CurrentMousePosition - s_DragScreenOffset);
if (!Mathf.Approximately((center - position).magnitude, 0f))
{
GUI.changed = true;
}
Event.current.Use();
}
break;
case EventType.KeyDown:
if (GUIUtility.hotControl == id && Event.current.keyCode == KeyCode.Escape)
{
position = Handles.inverseMatrix.MultiplyPoint(s_DragStartScreenPosition - s_DragScreenOffset);
GUIUtility.hotControl = 0;
GUI.changed = true;
Event.current.Use();
}
break;
}
if (drawCapFunction != null)
drawCapFunction(id, position, Quaternion.identity, size, type);
return position;
}
}
class AngleFieldState
{
public float radius;
public Vector2 position;
}
static class LightAnchorStyles
{
static public float inspectorWidthPadding = 60f;
static public float presetButtonCount = 9f;
static public GUIStyle centeredLabel = GUI.skin.GetStyle("Label");
static public string k_IconFolder = @"Packages/com.unity.render-pipelines.core/Editor/Lighting/Icons/";
static public GUIContent presetTextureRimLeft = EditorGUIUtility.TrTextContent("", "Rim Left", UnityEditor.Rendering.CoreEditorUtils.LoadIcon(LightAnchorStyles.k_IconFolder, "PresetRim_Left", ".png", false));
static public GUIContent presetTextureKickLeft = EditorGUIUtility.TrTextContent("", "Kick Left", UnityEditor.Rendering.CoreEditorUtils.LoadIcon(LightAnchorStyles.k_IconFolder, "PresetKick_Left", ".png", false));
static public GUIContent presetTextureBounceLeft = EditorGUIUtility.TrTextContent("", "Bounce Left", UnityEditor.Rendering.CoreEditorUtils.LoadIcon(LightAnchorStyles.k_IconFolder, "PresetBounce_Left", ".png", false));
static public GUIContent presetTextureFillLeft = EditorGUIUtility.TrTextContent("", "Fill Left", UnityEditor.Rendering.CoreEditorUtils.LoadIcon(LightAnchorStyles.k_IconFolder, "PresetFill_Left", ".png", false));
static public GUIContent presetTextureHair = EditorGUIUtility.TrTextContent("", "Hair", UnityEditor.Rendering.CoreEditorUtils.LoadIcon(LightAnchorStyles.k_IconFolder, "PresetHair", ".png", false));
static public GUIContent presetTextureFillRight = EditorGUIUtility.TrTextContent("", "Fill Right", UnityEditor.Rendering.CoreEditorUtils.LoadIcon(LightAnchorStyles.k_IconFolder, "PresetFill_Right", ".png", false));
static public GUIContent presetTextureBounceRight = EditorGUIUtility.TrTextContent("", "Bounce Right", UnityEditor.Rendering.CoreEditorUtils.LoadIcon(LightAnchorStyles.k_IconFolder, "PresetBounce_Right", ".png", false));
static public GUIContent presetTextureKickRight = EditorGUIUtility.TrTextContent("", "Kick Right", UnityEditor.Rendering.CoreEditorUtils.LoadIcon(LightAnchorStyles.k_IconFolder, "PresetKick_Right", ".png", false));
static public GUIContent presetTextureRimRight = EditorGUIUtility.TrTextContent("", "Rim Right", UnityEditor.Rendering.CoreEditorUtils.LoadIcon(LightAnchorStyles.k_IconFolder, "PresetRim_Right", ".png", false));
static public GUIContent distanceProperty = EditorGUIUtility.TrTextContent("Distance", "Controls how far 'back', the light is placed from its anchor");
static public GUIContent upDirectionProperty = EditorGUIUtility.TrTextContent("Up direction", "Specifies the space in which the up direction of the anchor is defined. Local is relative to the camera.");
static public GUIContent anchorPositionOverrideProperty = EditorGUIUtility.TrTextContent("Anchor Position Override", "Specifies the anchor position manually instead of relying on the angles, distance and transform position to compute the anchor position.");
static public GUIContent anchorPositionOffsetProperty = EditorGUIUtility.TrTextContent("Anchor Position Offset", "Specifies the anchor position offset relative to the anchor position override.");
static public GUIContent[] angleSubContent = new[]
{
EditorGUIUtility.TrTextContent("Orbit"),
EditorGUIUtility.TrTextContent("Elevation"),
EditorGUIUtility.TrTextContent("Roll")
};
static public Color totalTransparentColor = new Color(0, 0, 0, 0);
static public Color hoverColor = new Color(0.22745098039215686f, 0.4745098039215686f, 0.7333333333333333f, 1.0f);
static public Color darkBackgroundIconColor = new Color(50f / 255f, 50f / 255f, 50f / 255f, 128f / 255f);
static public Color lightBackgroundIconColor = new Color(1f, 1f, 1f);
static public Color angleDiskBorderColor = new Color(12f / 255f, 12f / 255f, 12f / 255f);
static public Color darkDiskBackgroundAngleColor = new Color(42f / 255f, 42f / 255f, 42f / 255f);
static public Color lightDiskBackgroundAngleColor = new Color(229f / 255f, 229f / 255f, 229f / 255f);
static public Color darkWireDiskAngleColor = new Color(196f / 255f, 196f / 255f, 196f / 255f);
static public Color lightWireDiskAngleColor = new Color(97f / 255f, 97f / 255f, 97f / 255f);
static public Color BackgroundIconColor()
{
if (EditorGUIUtility.isProSkin)
return darkBackgroundIconColor;
else
return lightBackgroundIconColor;
}
static public Color DiskBackgroundAngleColor()
{
if (EditorGUIUtility.isProSkin)
return darkDiskBackgroundAngleColor;
else
return lightDiskBackgroundAngleColor;
}
static public Color WireDiskAngleColor()
{
if (EditorGUIUtility.isProSkin)
return darkWireDiskAngleColor;
else
return lightWireDiskAngleColor;
}
static LightAnchorStyles()
{
centeredLabel.alignment = TextAnchor.UpperCenter;
centeredLabel.wordWrap = true;
}
}
}