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

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2023-09-13 05:07:40 +00:00
// Distant Lands 2022.
using System.Collections;
using UnityEngine;
#if UNITY_POST_PROCESSING_STACK_V2
using UnityEngine.Rendering.PostProcessing;
#elif COZY_WEATHER_URP
using UnityEngine.Rendering;
#endif
#if UNITY_EDITOR
using UnityEditor;
#endif
namespace DistantLands.Cozy.Data
{
[System.Serializable]
[CreateAssetMenu(menuName = "Distant Lands/Cozy/FX/Post Processing FX", order = 361)]
public class VisualFX : FXProfile
{
public int layer;
public float priority = 100;
#if UNITY_POST_PROCESSING_STACK_V2
public PostProcessProfile effectSettings;
PostProcessVolume _volume;
#elif COZY_WEATHER_URP
public VolumeProfile effectSettings;
Volume _volume;
#endif
public override void PlayEffect()
{
#if UNITY_POST_PROCESSING_STACK_V2 || COZY_WEATHER_URP
if (!_volume)
if (!InitializeEffect(VFXMod))
return;
if (_volume.transform.parent == null)
{
_volume.transform.parent = VFXMod.postFXManager.parent;
_volume.transform.localPosition = Vector3.zero;
}
_volume.weight = 1;
#endif
}
public override void PlayEffect(float i)
{
#if UNITY_POST_PROCESSING_STACK_V2 || COZY_WEATHER_URP
if (!_volume)
if (!InitializeEffect(VFXMod))
return;
if (i <= 0.03f)
{
StopEffect();
return;
}
if (_volume.transform.parent == null)
{
_volume.transform.parent = VFXMod.postFXManager.parent;
_volume.transform.localPosition = Vector3.zero;
}
_volume.weight = Mathf.Clamp01(transitionTimeModifier.Evaluate(i));
#endif
}
public override void StopEffect()
{
#if UNITY_POST_PROCESSING_STACK_V2 || COZY_WEATHER_URP
_volume.weight = 0; Destroy(_volume.gameObject);
#endif
}
public override bool InitializeEffect(VFXModule VFX)
{
if (VFX == null)
VFX = CozyWeather.instance.VFX;
#if UNITY_POST_PROCESSING_STACK_V2 || COZY_WEATHER_URP
VFXMod = VFX;
if (!VFX.postFXManager.isEnabled)
{
return false;
}
#if UNITY_POST_PROCESSING_STACK_V2
_volume = new GameObject().AddComponent<PostProcessVolume>();
#elif COZY_WEATHER_URP
_volume = new GameObject().AddComponent<Volume>();
#endif
_volume.gameObject.layer = layer;
_volume.profile = effectSettings;
_volume.priority = priority;
_volume.weight = 0;
_volume.isGlobal = true;
_volume.gameObject.name = name;
_volume.transform.parent = VFX.postFXManager.parent;
#endif
return true;
}
public override void DeinitializeEffect()
{
#if UNITY_POST_PROCESSING_STACK_V2 || COZY_WEATHER_URP
Destroy(_volume.gameObject);
#endif
}
}
#if UNITY_EDITOR
[CustomEditor(typeof(VisualFX))]
[CanEditMultipleObjects]
public class E_VisualFX : E_FXProfile
{
void OnEnable()
{
}
public override void OnInspectorGUI()
{
serializedObject.Update();
EditorGUILayout.LayerField(new GUIContent("Volume Layer"), serializedObject.FindProperty("layer").intValue);
EditorGUILayout.PropertyField(serializedObject.FindProperty("priority"), new GUIContent("Priority"));
EditorGUILayout.PropertyField(serializedObject.FindProperty("transitionTimeModifier"));
EditorGUILayout.PropertyField(serializedObject.FindProperty("effectSettings"), new GUIContent("Post Processing Profile"));
EditorGUILayout.Space();
if (serializedObject.FindProperty("effectSettings").objectReferenceValue)
CreateEditor(serializedObject.FindProperty("effectSettings").objectReferenceValue).OnInspectorGUI();
serializedObject.ApplyModifiedProperties();
}
public override void RenderInWindow(Rect pos)
{
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);
var propPosD = new Rect(pos.x, pos.y + space * 4, pos.width, EditorGUIUtility.singleLineHeight);
var propPosE = new Rect(pos.x, pos.y + space * 5, pos.width, EditorGUIUtility.singleLineHeight);
var propPosF = new Rect(pos.x, pos.y + space * 6, pos.width, EditorGUIUtility.singleLineHeight);
serializedObject.Update();
EditorGUI.LayerField(propPosA, new GUIContent("Volume Layer"), serializedObject.FindProperty("layer").intValue);
EditorGUI.PropertyField(propPosB, serializedObject.FindProperty("priority"));
EditorGUI.PropertyField(propPosC, serializedObject.FindProperty("effectSettings"));
EditorGUI.PropertyField(propPosD, serializedObject.FindProperty("transitionTimeModifier"));
serializedObject.ApplyModifiedProperties();
}
public override float GetLineHeight()
{
return 4;
}
}
#endif
}