Firstborn/Library/PackageCache/com.unity.cinemachine@2.8.9/Editor/PostProcessing/CinemachineVolumeSettingsEd...

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2023-03-28 13:24:16 -04:00
#if CINEMACHINE_HDRP
using UnityEngine;
using UnityEditor;
using UnityEngine.Rendering;
using UnityEditor.Rendering;
using System.Collections.Generic;
#if CINEMACHINE_HDRP_7_3_1
using UnityEngine.Rendering.HighDefinition;
#else
using UnityEngine.Experimental.Rendering.HDPipeline;
#endif
#elif CINEMACHINE_LWRP_7_3_1
using UnityEngine;
using UnityEditor;
using UnityEngine.Rendering;
using UnityEditor.Rendering;
using System.Collections.Generic;
using UnityEngine.Rendering.Universal;
#endif
namespace Cinemachine.PostFX.Editor
{
#if CINEMACHINE_HDRP || CINEMACHINE_LWRP_7_3_1
[CustomEditor(typeof(CinemachineVolumeSettings))]
public sealed class CinemachineVolumeSettingsEditor : Cinemachine.Editor.BaseEditor<CinemachineVolumeSettings>
{
SerializedProperty m_Profile;
SerializedProperty m_FocusTracking;
VolumeComponentListEditor m_ComponentList;
GUIContent m_ProfileLabel;
GUIContent m_NewLabel;
GUIContent m_CloneLabel;
void OnEnable()
{
m_ProfileLabel = new GUIContent("Profile", "A reference to a profile asset");
m_NewLabel = new GUIContent("New", "Create a new profile.");
m_CloneLabel = new GUIContent("Clone", "Create a new profile and copy the content of the currently assigned profile.");
m_FocusTracking = FindProperty(x => x.m_FocusTracking);
m_Profile = FindProperty(x => x.m_Profile);
RefreshVolumeComponentEditor(Target.m_Profile);
}
void OnDisable()
{
if (m_ComponentList != null)
m_ComponentList.Clear();
}
void RefreshVolumeComponentEditor(VolumeProfile asset)
{
if (m_ComponentList == null)
m_ComponentList = new VolumeComponentListEditor(this);
m_ComponentList.Clear();
if (asset != null)
m_ComponentList.Init(asset, new SerializedObject(asset));
}
/// <summary>Get the property names to exclude in the inspector.</summary>
/// <param name="excluded">Add the names to this list</param>
protected override void GetExcludedPropertiesInInspector(List<string> excluded)
{
base.GetExcludedPropertiesInInspector(excluded);
var mode = (CinemachineVolumeSettings.FocusTrackingMode)m_FocusTracking.intValue;
if (mode != CinemachineVolumeSettings.FocusTrackingMode.CustomTarget)
excluded.Add(FieldPath(x => x.m_FocusTarget));
if (mode == CinemachineVolumeSettings.FocusTrackingMode.None)
excluded.Add(FieldPath(x => x.m_FocusOffset));
excluded.Add(FieldPath(x => x.m_Profile));
}
public override void OnInspectorGUI()
{
BeginInspector();
var focusMode = (CinemachineVolumeSettings.FocusTrackingMode)m_FocusTracking.intValue;
if (focusMode != CinemachineVolumeSettings.FocusTrackingMode.None)
{
bool valid = false;
DepthOfField dof;
if (Target.m_Profile != null && Target.m_Profile.TryGet(out dof))
#if CINEMACHINE_LWRP_7_3_1 && !CINEMACHINE_HDRP
{
valid = dof.active && dof.focusDistance.overrideState
&& dof.mode.overrideState && dof.mode == DepthOfFieldMode.Bokeh;
}
if (!valid)
EditorGUILayout.HelpBox(
"Focus Tracking requires an active Depth Of Field override in the profile "
+ "with Focus Distance activated and Mode activated and set to Bokeh",
MessageType.Warning);
#else
{
valid = dof.active && dof.focusDistance.overrideState
&& dof.focusMode.overrideState && dof.focusMode == DepthOfFieldMode.UsePhysicalCamera;
}
if (!valid)
EditorGUILayout.HelpBox(
"Focus Tracking requires an active Depth Of Field override in the profile "
+ "with Focus Distance activated and Focus Mode activated and set to Use Physical Camera",
MessageType.Warning);
#endif
}
DrawRemainingPropertiesInInspector();
EditorGUI.BeginChangeCheck();
DrawProfileInspectorGUI();
if (EditorGUI.EndChangeCheck())
{
Target.InvalidateCachedProfile();
serializedObject.ApplyModifiedProperties();
}
}
void DrawProfileInspectorGUI()
{
EditorGUILayout.Space();
bool assetHasChanged = false;
bool showCopy = m_Profile.objectReferenceValue != null;
// The layout system sort of break 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, m_ProfileLabel);
using (var scope = new EditorGUI.ChangeCheckScope())
{
m_Profile.objectReferenceValue
= (VolumeProfile)EditorGUI.ObjectField(
fieldRect, m_Profile.objectReferenceValue, typeof(VolumeProfile), false);
assetHasChanged = scope.changed;
}
if (GUI.Button(buttonNewRect, m_NewLabel,
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 = Target.name;
var scene = Target.gameObject.scene;
var asset = CreateVolumeProfile(scene, targetName);
m_Profile.objectReferenceValue = asset;
assetHasChanged = true;
}
if (showCopy && GUI.Button(buttonCopyRect, m_CloneLabel, 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;
}
if (m_Profile.objectReferenceValue == null)
{
if (assetHasChanged && m_ComponentList != null)
m_ComponentList.Clear(); // Asset wasn't null before, do some cleanup
EditorGUILayout.HelpBox(
"Assign an existing Volume Profile by choosing an asset, or create a new one by clicking the \"New\" button.\n"
+ "New assets are automatically put in a folder next to your scene file. If your scene hasn't "
+ "been saved yet they will be created at the root of the Assets folder.",
MessageType.Info);
}
else
{
EditorGUILayout.Space();
if (assetHasChanged)
RefreshVolumeComponentEditor((VolumeProfile)m_Profile.objectReferenceValue);
if (m_ComponentList != null)
m_ComponentList.OnGUI();
}
}
// Copied from UnityEditor.Rendering.PostProcessing.ProfileFactory.CreateVolumeProfile() because it's internal
static VolumeProfile CreateVolumeProfile(UnityEngine.SceneManagement.Scene scene, string targetName)
{
var path = string.Empty;
if (string.IsNullOrEmpty(scene.path))
{
path = "Assets/";
}
else
{
var scenePath = System.IO.Path.GetDirectoryName(scene.path);
var extPath = scene.name + "_Profiles";
var profilePath = scenePath + "/" + extPath;
if (!AssetDatabase.IsValidFolder(profilePath))
AssetDatabase.CreateFolder(scenePath, extPath);
path = profilePath + "/";
}
path += targetName + " Profile.asset";
path = AssetDatabase.GenerateUniqueAssetPath(path);
var profile = ScriptableObject.CreateInstance<VolumeProfile>();
AssetDatabase.CreateAsset(profile, path);
AssetDatabase.SaveAssets();
AssetDatabase.Refresh();
return profile;
}
}
#endif
}