Firstborn/Library/PackageCache/com.unity.postprocessing@3.2.2/PostProcessing/Editor/PostProcessVolumeEditor.cs

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2023-03-28 13:24:16 -04:00
using UnityEngine;
using UnityEngine.Rendering.PostProcessing;
namespace UnityEditor.Rendering.PostProcessing
{
[CanEditMultipleObjects, CustomEditor(typeof(PostProcessVolume))]
sealed class PostProcessVolumeEditor : BaseEditor<PostProcessVolume>
{
SerializedProperty m_Profile;
SerializedProperty m_IsGlobal;
SerializedProperty m_BlendRadius;
SerializedProperty m_Weight;
SerializedProperty m_Priority;
EffectListEditor m_EffectList;
void OnEnable()
{
m_Profile = FindProperty(x => x.sharedProfile);
m_IsGlobal = FindProperty(x => x.isGlobal);
m_BlendRadius = FindProperty(x => x.blendDistance);
m_Weight = FindProperty(x => x.weight);
m_Priority = FindProperty(x => x.priority);
m_EffectList = new EffectListEditor(this);
RefreshEffectListEditor(m_Target.sharedProfile);
}
void OnDisable()
{
if (m_EffectList != null)
m_EffectList.Clear();
}
void RefreshEffectListEditor(PostProcessProfile asset)
{
m_EffectList.Clear();
if (asset != null)
m_EffectList.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);
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 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, EditorUtilities.GetContent(m_Target.HasInstantiatedProfile() ? "Profile (Instance)|A copy of a profile asset." : "Profile|A reference to a profile asset."));
using (var scope = new EditorGUI.ChangeCheckScope())
{
EditorGUI.BeginProperty(fieldRect, GUIContent.none, m_Profile);
PostProcessProfile profile = null;
if (m_Target.HasInstantiatedProfile())
profile = (PostProcessProfile)EditorGUI.ObjectField(fieldRect, m_Target.profile, typeof(PostProcessProfile), false);
else
profile = (PostProcessProfile)EditorGUI.ObjectField(fieldRect, m_Profile.objectReferenceValue, typeof(PostProcessProfile), false);
if (scope.changed)
{
assetHasChanged = true;
m_Profile.objectReferenceValue = profile;
if (m_Target.HasInstantiatedProfile()) // Clear the instantiated profile, from now on we're using shared again.
m_Target.profile = null;
}
EditorGUI.EndProperty();
}
using (new EditorGUI.DisabledScope(multiEdit))
{
if (GUI.Button(buttonNewRect, EditorUtilities.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 = m_Target.name;
var scene = m_Target.gameObject.scene;
var asset = ProfileFactory.CreatePostProcessProfile(scene, targetName);
m_Profile.objectReferenceValue = asset;
m_Target.profile = null; // Make sure we're not using an instantiated profile anymore
assetHasChanged = true;
}
if (showCopy && GUI.Button(buttonCopyRect, EditorUtilities.GetContent(m_Target.HasInstantiatedProfile() ? "Save|Save the instantiated profile" : "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 = profileRef;
var path = AssetDatabase.GetAssetPath(m_Profile.objectReferenceValue);
path = AssetDatabase.GenerateUniqueAssetPath(path);
var asset = Instantiate(origin);
asset.settings.Clear();
AssetDatabase.CreateAsset(asset, path);
foreach (var item in origin.settings)
{
var itemCopy = Instantiate(item);
itemCopy.hideFlags = HideFlags.HideInInspector | HideFlags.HideInHierarchy;
itemCopy.name = item.name;
asset.settings.Add(itemCopy);
AssetDatabase.AddObjectToAsset(itemCopy, asset);
}
AssetDatabase.SaveAssets();
AssetDatabase.Refresh();
m_Profile.objectReferenceValue = asset;
m_Target.profile = null; // Make sure we're not using an instantiated profile anymore
assetHasChanged = true;
}
}
EditorGUILayout.Space();
if (m_Profile.objectReferenceValue == null && !m_Target.HasInstantiatedProfile())
{
if (assetHasChanged)
m_EffectList.Clear(); // Asset wasn't null before, do some cleanup
EditorGUILayout.HelpBox("Assign a Post-process Profile to this volume using the \"Asset\" field or create one automatically by clicking the \"New\" button.\nAssets are automatically put in a folder next to your scene file. If you scene hasn't been saved yet they will be created at the root of the Assets folder.", MessageType.Info);
}
else
{
if (assetHasChanged || profileRef != m_EffectList.asset) //Refresh when the user just dragged in a new asset, or when it was instantiated by code.
RefreshEffectListEditor(profileRef);
if (!multiEdit)
m_EffectList.OnGUI();
}
serializedObject.ApplyModifiedProperties();
}
public PostProcessProfile profileRef
{
get { return m_Target.HasInstantiatedProfile() ? m_Target.profile : m_Target.sharedProfile; }
}
}
}