b486678290
Library -Artifacts
215 lines
8.9 KiB
C#
215 lines
8.9 KiB
C#
#if CINEMACHINE_POST_PROCESSING_V2
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using UnityEngine;
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using UnityEditor;
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using UnityEngine.Rendering.PostProcessing;
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using UnityEditor.Rendering.PostProcessing;
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using System.Collections.Generic;
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#endif
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namespace Cinemachine.PostFX.Editor
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{
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#if CINEMACHINE_POST_PROCESSING_V2
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[CustomEditor(typeof(CinemachinePostProcessing))]
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public sealed class CinemachinePostProcessingEditor : Cinemachine.Editor.BaseEditor<CinemachinePostProcessing>
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{
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SerializedProperty m_Profile;
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SerializedProperty m_FocusTracking;
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EffectListEditor m_EffectList;
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GUIContent m_ProfileLabel;
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void OnEnable()
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{
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Texture texture = AssetDatabase.LoadAssetAtPath<Texture>(
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Cinemachine.Editor.ScriptableObjectUtility.CinemachineRealativeInstallPath
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+ "/Editor/EditorResources/PostProcessLayer.png");
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m_ProfileLabel = new GUIContent("Profile", texture, "A reference to a profile asset");
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m_FocusTracking = FindProperty(x => x.m_FocusTracking);
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m_Profile = FindProperty(x => x.m_Profile);
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m_EffectList = new EffectListEditor(this);
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RefreshEffectListEditor(Target.m_Profile);
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}
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void OnDisable()
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{
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if (m_EffectList != null)
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m_EffectList.Clear();
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}
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void RefreshEffectListEditor(PostProcessProfile asset)
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{
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if (m_EffectList == null)
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m_EffectList = new EffectListEditor(this);
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m_EffectList.Clear();
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if (asset != null)
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m_EffectList.Init(asset, new SerializedObject(asset));
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}
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/// <summary>Get the property names to exclude in the inspector.</summary>
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/// <param name="excluded">Add the names to this list</param>
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protected override void GetExcludedPropertiesInInspector(List<string> excluded)
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{
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base.GetExcludedPropertiesInInspector(excluded);
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var mode = (CinemachinePostProcessing.FocusTrackingMode)m_FocusTracking.intValue;
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if (mode != CinemachinePostProcessing.FocusTrackingMode.CustomTarget)
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excluded.Add(FieldPath(x => x.m_FocusTarget));
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if (mode == CinemachinePostProcessing.FocusTrackingMode.None)
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excluded.Add(FieldPath(x => x.m_FocusOffset));
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excluded.Add(FieldPath(x => x.m_Profile));
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}
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public override void OnInspectorGUI()
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{
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BeginInspector();
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DrawRemainingPropertiesInInspector();
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var focusMode = (CinemachinePostProcessing.FocusTrackingMode)m_FocusTracking.intValue;
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if (focusMode != CinemachinePostProcessing.FocusTrackingMode.None)
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{
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bool valid = false;
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DepthOfField dof;
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if (Target.m_Profile != null && Target.m_Profile.TryGetSettings(out dof))
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valid = dof.enabled && dof.active && dof.focusDistance.overrideState;
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if (!valid)
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EditorGUILayout.HelpBox(
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"Focus Tracking requires an active DepthOfField/FocusDistance effect in the profile",
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MessageType.Warning);
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}
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EditorGUI.BeginChangeCheck();
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DrawProfileInspectorGUI();
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if (EditorGUI.EndChangeCheck())
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{
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Target.InvalidateCachedProfile();
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serializedObject.ApplyModifiedProperties();
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}
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}
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void DrawProfileInspectorGUI()
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{
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EditorGUILayout.Space();
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bool assetHasChanged = false;
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bool showCopy = m_Profile.objectReferenceValue != null;
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// The layout system sort of break alignement when mixing inspector fields with custom
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// layouted fields, do the layout manually instead
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int buttonWidth = showCopy ? 45 : 60;
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float indentOffset = EditorGUI.indentLevel * 15f;
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var lineRect = GUILayoutUtility.GetRect(1, EditorGUIUtility.singleLineHeight);
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var labelRect = new Rect(lineRect.x, lineRect.y, EditorGUIUtility.labelWidth - indentOffset, lineRect.height);
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var fieldRect = new Rect(labelRect.xMax, lineRect.y, lineRect.width - labelRect.width - buttonWidth * (showCopy ? 2 : 1), lineRect.height);
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var buttonNewRect = new Rect(fieldRect.xMax, lineRect.y, buttonWidth, lineRect.height);
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var buttonCopyRect = new Rect(buttonNewRect.xMax, lineRect.y, buttonWidth, lineRect.height);
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EditorGUI.PrefixLabel(labelRect, m_ProfileLabel);
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using (var scope = new EditorGUI.ChangeCheckScope())
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{
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m_Profile.objectReferenceValue
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= (PostProcessProfile)EditorGUI.ObjectField(
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fieldRect, m_Profile.objectReferenceValue, typeof(PostProcessProfile), false);
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assetHasChanged = scope.changed;
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}
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if (GUI.Button(
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buttonNewRect,
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EditorUtilities.GetContent("New|Create a new profile."),
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showCopy ? EditorStyles.miniButtonLeft : EditorStyles.miniButton))
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{
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// By default, try to put assets in a folder next to the currently active
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// scene file. If the user isn't a scene, put them in root instead.
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var targetName = Target.name;
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var scene = Target.gameObject.scene;
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var asset = CreatePostProcessProfile(scene, targetName);
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m_Profile.objectReferenceValue = asset;
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assetHasChanged = true;
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}
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if (showCopy && GUI.Button(
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buttonCopyRect,
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EditorUtilities.GetContent("Clone|Create a new profile and copy the content of the currently assigned profile."),
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EditorStyles.miniButtonRight))
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{
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// Duplicate the currently assigned profile and save it as a new profile
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var origin = (PostProcessProfile)m_Profile.objectReferenceValue;
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var path = AssetDatabase.GetAssetPath(origin);
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path = AssetDatabase.GenerateUniqueAssetPath(path);
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var asset = Instantiate(origin);
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asset.settings.Clear();
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AssetDatabase.CreateAsset(asset, path);
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foreach (var item in origin.settings)
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{
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var itemCopy = Instantiate(item);
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itemCopy.hideFlags = HideFlags.HideInInspector | HideFlags.HideInHierarchy;
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itemCopy.name = item.name;
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asset.settings.Add(itemCopy);
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AssetDatabase.AddObjectToAsset(itemCopy, asset);
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}
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AssetDatabase.SaveAssets();
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AssetDatabase.Refresh();
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m_Profile.objectReferenceValue = asset;
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assetHasChanged = true;
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}
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if (m_Profile.objectReferenceValue == null)
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{
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if (assetHasChanged && m_EffectList != null)
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m_EffectList.Clear(); // Asset wasn't null before, do some cleanup
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EditorGUILayout.HelpBox(
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"Assign an existing Post-process Profile by choosing an asset, or create a new one by "
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+ "clicking the \"New\" button.\nNew assets are automatically put in a folder next "
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+ "to your scene file. If your scene hasn't been saved yet they will be created "
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+ "at the root of the Assets folder.",
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MessageType.Info);
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}
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else
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{
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if (assetHasChanged)
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RefreshEffectListEditor((PostProcessProfile)m_Profile.objectReferenceValue);
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if (m_EffectList != null)
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m_EffectList.OnGUI();
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}
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}
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// Copied from UnityEditor.Rendering.PostProcessing.ProfileFactory.CreatePostProcessProfile() because it's internal
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static PostProcessProfile CreatePostProcessProfile(UnityEngine.SceneManagement.Scene scene, string targetName)
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{
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var path = string.Empty;
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if (string.IsNullOrEmpty(scene.path))
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{
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path = "Assets/";
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}
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else
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{
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var scenePath = System.IO.Path.GetDirectoryName(scene.path);
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var extPath = scene.name + "_Profiles";
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var profilePath = scenePath + "/" + extPath;
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if (!AssetDatabase.IsValidFolder(profilePath))
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AssetDatabase.CreateFolder(scenePath, extPath);
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path = profilePath + "/";
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}
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path += targetName + " Profile.asset";
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path = AssetDatabase.GenerateUniqueAssetPath(path);
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var profile = ScriptableObject.CreateInstance<PostProcessProfile>();
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AssetDatabase.CreateAsset(profile, path);
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AssetDatabase.SaveAssets();
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AssetDatabase.Refresh();
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return profile;
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}
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}
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#endif
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}
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