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using UnityEngine;
using UnityEngine.Rendering.HighDefinition;
namespace UnityEditor.Rendering.HighDefinition
{
[CanEditMultipleObjects]
[CustomEditor(typeof(WaterFoamGenerator))]
sealed partial class WaterFoamGeneratorEditor : Editor
{
static readonly Color k_HandleColor = new Color(0 / 255f, 0xE5 / 255f, 0xFF / 255f, 1f).gamma;
SerializedProperty m_Type;
SerializedProperty m_RegionSize;
SerializedProperty m_Texture;
SerializedProperty m_SurfaceFoamDimmer;
SerializedProperty m_DeepFoamDimmer;
SerializedProperty m_ScaleMode;
// Material params
SerializedProperty m_Resolution;
SerializedProperty m_UpdateMode;
SerializedProperty m_Material;
Editor m_MaterialEditor;
HierarchicalBox m_BoxHandle;
void OnEnable()
{
var o = new PropertyFetcher<WaterFoamGenerator>(serializedObject);
m_Type = o.Find(x => x.type);
m_RegionSize = o.Find(x => x.regionSize);
m_Texture = o.Find(x => x.texture);
m_SurfaceFoamDimmer = o.Find(x => x.surfaceFoamDimmer);
m_DeepFoamDimmer = o.Find(x => x.deepFoamDimmer);
m_ScaleMode = o.Find(x => x.scaleMode);
// Material parameters
m_Resolution = o.Find(x => x.resolution);
m_UpdateMode = o.Find(x => x.updateMode);
m_Material = o.Find(x => x.material);
m_BoxHandle = new HierarchicalBox(k_HandleColor, new[] { k_HandleColor, k_HandleColor, k_HandleColor, k_HandleColor, k_HandleColor, k_HandleColor })
{
monoHandle = false,
allowNegativeSize = true,
};
}
void OnDisable()
{
UnityEngine.Rendering.CoreUtils.Destroy(m_MaterialEditor);
}
static public readonly GUIContent k_TypeText = EditorGUIUtility.TrTextContent("Type", "Specifies the type of the foam generator.");
static public readonly GUIContent k_RegionSizeText = EditorGUIUtility.TrTextContent("Region Size", "Sets the region size of the foam generator.");
static public readonly GUIContent k_TextureText = EditorGUIUtility.TrTextContent("Texture", "Specifies the texture used to generate the foam. The red channel holds the surface foam and the green channel holds the deep foam.");
static public readonly GUIContent k_SurfaceFoamDimmerText = EditorGUIUtility.TrTextContent("Surface Foam Dimmer", "Specifies the dimmer for the surface foam.");
static public readonly GUIContent k_DeepFoamDimmerText = EditorGUIUtility.TrTextContent("Deep Foam Dimmer", "Specifies the dimmer for the deep foam.");
public override void OnInspectorGUI()
{
serializedObject.Update();
EditorGUILayout.PropertyField(m_ScaleMode);
EditorGUILayout.PropertyField(m_RegionSize, k_RegionSizeText);
EditorGUILayout.PropertyField(m_Type, k_TypeText);
if (!m_Type.hasMultipleDifferentValues)
{
using (new EditorGUI.IndentLevelScope())
SurfaceTypeGUI();
}
serializedObject.ApplyModifiedProperties();
}
void CommonFields()
{
EditorGUILayout.PropertyField(m_SurfaceFoamDimmer, k_SurfaceFoamDimmerText);
EditorGUILayout.PropertyField(m_DeepFoamDimmer, k_DeepFoamDimmerText);
}
public void SurfaceTypeGUI()
{
WaterFoamGeneratorType type = (WaterFoamGeneratorType)m_Type.enumValueIndex;
switch (type)
{
case WaterFoamGeneratorType.Texture:
EditorGUILayout.PropertyField(m_Texture, k_TextureText);
CommonFields();
break;
case WaterFoamGeneratorType.Material:
WaterSurfaceEditor.MaterialFieldWithButton(null, m_Material, () => {
return WaterDeformerEditor.CreateDefaultDecalMaterial(target as MonoBehaviour);
});
if (m_Material.objectReferenceValue == null)
break;
if ((target as WaterFoamGenerator).IsValidMaterial())
{
WaterDeformerEditor.ResolutionField(m_Resolution, WaterDeformerEditor.k_Resolution);
EditorGUILayout.PropertyField(m_UpdateMode);
CommonFields();
if ((target as WaterFoamGenerator).HasPropertyBlock())
EditorGUILayout.HelpBox("A MaterialPropertyBlock is used to modify Material values.", MessageType.Info);
EditorGUILayout.Space();
EditorGUILayout.Space();
WaterDeformerEditor.MaterialInspector(m_Material, ref m_MaterialEditor);
}
else
EditorGUILayout.HelpBox("Foam Generators only work with Water Decal Materials.", MessageType.Error);
break;
default:
CommonFields();
break;
}
}
// Anis 11/09/21: Currently, there is a bug that makes the icon disappear after the first selection
// if we do not have this. Given that the geometry is procedural, we need this to be able to
// select the water surfaces.
[DrawGizmo(GizmoType.Selected | GizmoType.Active)]
static void DrawGizmosSelected(WaterFoamGenerator foamGenerator, GizmoType gizmoType)
{
}
void OnSceneGUI()
{
WaterFoamGenerator generator = target as WaterFoamGenerator;
var tr = generator.transform;
var rotation = Quaternion.Euler(0, tr.eulerAngles.y, 0);
var regionSize = generator.regionSize;
Vector2 scale = generator.scale;
using (new Handles.DrawingScope(Matrix4x4.TRS(Vector3.zero, rotation, Vector3.one)))
{
m_BoxHandle.center = Quaternion.Inverse(rotation) * tr.position;
m_BoxHandle.size = new Vector3(regionSize.x * scale.x, 1, regionSize.y * scale.y);
EditorGUI.BeginChangeCheck();
m_BoxHandle.DrawHull(true);
m_BoxHandle.DrawHandle();
if (EditorGUI.EndChangeCheck())
{
Undo.RecordObjects(new Object[] { tr, generator }, "Update Generator Region");
tr.position = rotation * m_BoxHandle.center;
generator.regionSize = new Vector2(m_BoxHandle.size.x / scale.x, m_BoxHandle.size.z / scale.y);
}
}
}
}
}