OldBlueWater/BlueWater/Assets/Distant Lands/Cozy Weather/Contents/Scripts/Data/FX/CustomFXExample.cs

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2023-09-13 05:07:40 +00:00
// Distant Lands 2022.
using System.Collections.Generic;
using UnityEngine;
using System.Collections;
#if UNITY_EDITOR
using UnityEditor;
#endif
namespace DistantLands.Cozy.Data
{
[System.Serializable]
[CreateAssetMenu(menuName = "Distant Lands/Cozy/FX/Custom FX", order = 361)]
public class CustomFXExample : FXProfile
{
public override void PlayEffect()
{
//This is called when the FX profile is played.
}
public override void PlayEffect(float intensity)
{
//This will play your effect at a certain intensity. Used for transitioning weather primarily.
}
public override void StopEffect()
{
//This is called when your effect is stopped.
}
public override bool InitializeEffect(VFXModule VFX)
{
if (VFX == null)
VFX = CozyWeather.instance.VFX;
VFXMod = VFX;
if (!VFX.particleManager.isEnabled)
{
return false;
}
//This ensures that the VFX module is setup correctly.
return true;
}
public override void DeinitializeEffect()
{
}
}
#if UNITY_EDITOR
[CustomEditor(typeof(CustomFXExample))]
[CanEditMultipleObjects]
public class E_CustomFX : E_FXProfile
{
void OnEnable()
{
}
public override void OnInspectorGUI()
{
serializedObject.Update();
//Add your custom properties as property fields here:
//EditorGUILayout.PropertyField(serializedObject.FindProperty("myCustomProperty1"));
//EditorGUILayout.PropertyField(serializedObject.FindProperty("myCustomProperty2"));
//EditorGUILayout.PropertyField(serializedObject.FindProperty("myCustomProperty3"));
serializedObject.ApplyModifiedProperties();
}
public override void RenderInWindow(Rect pos)
{
//Render your properties inline in a weather or ambience profile like this:
// float space = EditorGUIUtility.singleLineHeight + EditorGUIUtility.standardVerticalSpacing;
// var propPosA = new Rect(pos.x, pos.y + space, pos.width, EditorGUIUtility.singleLineHeight);
// var propPosB = new Rect(pos.x, pos.y + space * 2, pos.width, EditorGUIUtility.singleLineHeight);
// var propPosC = new Rect(pos.x, pos.y + space * 3, pos.width, EditorGUIUtility.singleLineHeight);
// serializedObject.Update();
// EditorGUI.PropertyField(propPosA, serializedObject.FindProperty("myCustomProperty1"));
// EditorGUI.PropertyField(propPosB, serializedObject.FindProperty("myCustomProperty2"));
// EditorGUI.PropertyField(propPosC, serializedObject.FindProperty("myCustomProperty3"));
// serializedObject.ApplyModifiedProperties();
}
public override float GetLineHeight()
{
//This sets the number of lines a property will take.
return 3;
}
}
#endif
}