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