using UnityEditor.Rendering.Universal.Path2D; using UnityEngine; using UnityEngine.Rendering.Universal; namespace UnityEditor.Rendering.Universal { class ShadowCaster2DShapeTool : PathEditorTool { const string k_ShapePath = "m_ShapePath"; protected override IShape GetShape(Object target) { return (target as ShadowCaster2D).shapePath.ToPolygon(false); } protected override void SetShape(ShadowCasterPath shapeEditor, SerializedObject serializedObject) { serializedObject.Update(); var pointsProperty = serializedObject.FindProperty(k_ShapePath); pointsProperty.arraySize = shapeEditor.pointCount; for (var i = 0; i < shapeEditor.pointCount; ++i) pointsProperty.GetArrayElementAtIndex(i).vector3Value = shapeEditor.GetPoint(i).position; // This is untracked right now... serializedObject.ApplyModifiedProperties(); ShadowCaster2D shadowCaster = target as ShadowCaster2D; if (shadowCaster != null) { int hash = LightUtility.GetShapePathHash(shadowCaster.shapePath); shadowCaster.shapePathHash = hash; } } } }