// 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(); #elif COZY_WEATHER_URP _volume = new GameObject().AddComponent(); #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 }