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FORT-BO/Assets/Plugins/VolumetricLightBeam/Editor/DynamicOcclusionDepthBufferEditor.cs
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56 lines
2.2 KiB
C#

#if UNITY_EDITOR
using UnityEngine;
using UnityEditor;
namespace VLB
{
[CustomEditor(typeof(DynamicOcclusionDepthBuffer))]
[CanEditMultipleObjects]
public class DynamicOcclusionDepthBufferEditor : DynamicOcclusionAbstractBaseEditor<DynamicOcclusionDepthBuffer>
{
SerializedProperty depthMapResolution = null;
SerializedProperty layerMask = null;
SerializedProperty useOcclusionCulling = null;
SerializedProperty fadeDistanceToSurface = null;
public override void OnInspectorGUI()
{
base.OnInspectorGUI();
if (m_Targets.HasAtLeastOneTargetWith((DynamicOcclusionDepthBuffer comp) => { return comp.GetComponent<VolumetricLightBeam>().dimensions == Dimensions.Dim2D; }))
{
EditorGUILayout.HelpBox(EditorStrings.DynOcclusion.HelpDepthBufferAndBeam2D, MessageType.Warning);
}
if (FoldableHeader.Begin(this, EditorStrings.DynOcclusion.HeaderCamera))
{
EditorGUILayout.PropertyField(layerMask, EditorStrings.DynOcclusion.LayerMask);
if(Config.Instance.geometryOverrideLayer == false)
{
EditorGUILayout.HelpBox(EditorStrings.DynOcclusion.HelpOverrideLayer, MessageType.Warning);
}
else if (m_Targets.HasAtLeastOneTargetWith((DynamicOcclusionDepthBuffer comp) => { return comp.HasLayerMaskIssues(); }))
{
EditorGUILayout.HelpBox(EditorStrings.DynOcclusion.HelpLayerMaskIssues, MessageType.Warning);
}
EditorGUILayout.PropertyField(useOcclusionCulling, EditorStrings.DynOcclusion.DepthBufferOcclusionCulling);
EditorGUILayout.PropertyField(depthMapResolution, EditorStrings.DynOcclusion.DepthBufferDepthMapResolution);
}
FoldableHeader.End();
if (FoldableHeader.Begin(this, EditorStrings.DynOcclusion.HeaderOccluderSurface))
{
EditorGUILayout.PropertyField(fadeDistanceToSurface, EditorStrings.DynOcclusion.FadeDistanceToSurface);
}
FoldableHeader.End();
DisplayCommonInspector();
serializedObject.ApplyModifiedProperties();
}
}
}
#endif