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using UnityEngine.Rendering.HighDefinition;
namespace UnityEditor.Rendering.HighDefinition
{
static partial class HDProbeUI
{
public enum Expandable
{
Influence = 1 << 0,
Capture = 1 << 1,
Projection = 1 << 2,
Custom = 1 << 3,
}
internal readonly static ExpandedState<Expandable, HDProbe> k_ExpandedState = new ExpandedState<Expandable, HDProbe>(Expandable.Projection | Expandable.Capture | Expandable.Influence, "HDRP");
[System.Flags]
public enum AdditionalProperties
{
Capture = 1 << 0,
}
internal readonly static AdditionalPropertiesState<AdditionalProperties, HDProbe> k_AdditionalPropertiesState = new AdditionalPropertiesState<AdditionalProperties, HDProbe>(0, "HDRP");
internal static void RegisterEditor<TProvider, TSerialized>(HDProbeEditor<TProvider, TSerialized> editor)
where TProvider : struct, HDProbeUI.IProbeUISettingsProvider, InfluenceVolumeUI.IInfluenceUISettingsProvider
where TSerialized : SerializedHDProbe
{
k_AdditionalPropertiesState.RegisterEditor(editor);
}
internal static void UnregisterEditor<TProvider, TSerialized>(HDProbeEditor<TProvider, TSerialized> editor)
where TProvider : struct, HDProbeUI.IProbeUISettingsProvider, InfluenceVolumeUI.IInfluenceUISettingsProvider
where TSerialized : SerializedHDProbe
{
k_AdditionalPropertiesState.UnregisterEditor(editor);
}
[SetAdditionalPropertiesVisibility]
internal static void SetAdditionalPropertiesVisibility(bool value)
{
if (value)
k_AdditionalPropertiesState.ShowAll();
else
k_AdditionalPropertiesState.HideAll();
}
}
}