Commit 06681270 authored by Yuyang's avatar Yuyang

于:流体新方案

parent fe17a9d0
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using System;
using UnityEngine;
namespace UnityStandardAssets.ImageEffects
{
[ExecuteInEditMode]
public class MetaballCameraEffect : MonoBehaviour
{
/// Blur iterations - larger number means more blur.
public int iterations = 3;
/// Blur spread for each iteration. Lower values
/// give better looking blur, but require more iterations to
/// get large blurs. Value is usually between 0.5 and 1.0.
public float blurSpread = 0.6f;
// The blur iteration shader.
// Basically it just takes 4 texture samples and averages them.
// By applying it repeatedly and spreading out sample locations
// we get a Gaussian blur approximation.
public Shader blurShader = null;
static Material m_Material = null;
protected Material material
{
get
{
if (m_Material == null)
{
m_Material = new Material(blurShader);
m_Material.hideFlags = HideFlags.DontSave;
}
return m_Material;
}
}
public Material cutOutMaterial;
public Camera bgCamera;
RenderTexture bgTargetTexture;
private void OnEnable()
{
if (Screen.width > 0 && Screen.height > 0) {
bgTargetTexture = new RenderTexture (Screen.width, Screen.height, 16);
bgCamera.targetTexture = bgTargetTexture;
}
}
protected void OnDisable()
{
if (m_Material)
{
DestroyImmediate(m_Material);
}
}
protected void Start()
{
// Disable if we don't support image effects
if (!SystemInfo.supportsImageEffects)
{
enabled = false;
return;
}
// Disable if the shader can't run on the users graphics card
if (!blurShader || !material.shader.isSupported)
{
enabled = false;
return;
}
// Disable if the shader can't run on the users graphics card
if (!cutOutMaterial.shader.isSupported)
{
enabled = false;
return;
}
}
// Performs one blur iteration.
public void FourTapCone(RenderTexture source, RenderTexture dest, int iteration)
{
float off = 0.5f + iteration * blurSpread;
Graphics.BlitMultiTap(source, dest, material,
new Vector2(-off, -off),
new Vector2(-off, off),
new Vector2(off, off),
new Vector2(off, -off)
);
}
// Downsamples the texture to a quarter resolution.
private void DownSample4x(RenderTexture source, RenderTexture dest)
{
float off = 1.0f;
Graphics.BlitMultiTap(source, dest, material,
new Vector2(-off, -off),
new Vector2(-off, off),
new Vector2(off, off),
new Vector2(off, -off)
);
}
// Called by the camera to apply the image effect
RenderTexture buffer;
RenderTexture buffer3;
RenderTexture buffer2;
void OnRenderImage(RenderTexture source, RenderTexture destination)
{
//if(!Application.isPlaying)
// return;
int rtW = source.width / 4;
int rtH = source.height / 4;
buffer = RenderTexture.GetTemporary(rtW, rtH, 0);
// Copy source to the 4x4 smaller texture.
DownSample4x(source, buffer);
// Blur the small texture
for (int i = 0; i < iterations; i++)
{
buffer2 = RenderTexture.GetTemporary (rtW, rtH, 0);
FourTapCone (buffer, buffer2, i);
RenderTexture.ReleaseTemporary (buffer);
buffer = buffer2;
}
Graphics.Blit(bgTargetTexture, destination); // background
Graphics.Blit(buffer, destination, cutOutMaterial); // water
RenderTexture.ReleaseTemporary(buffer);
}
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class MetaballParticleClass : MonoBehaviour {
public GameObject MObject;
public float LifeTime;
public bool Active{
get{ return _active;}
set{ _active = value;
if (MObject) {
MObject.SetActive (value);
if (tr)
tr.Clear ();
}
}
}
public bool witinTarget; // si esta dentro de la zona de vaso de vidrio en la meta
bool _active;
float delta;
Rigidbody2D rb;
TrailRenderer tr;
void Start () {
//MObject = gameObject;
rb = GetComponent<Rigidbody2D> ();
tr = GetComponent<TrailRenderer> ();
}
void Update () {
if (Active == true) {
VelocityLimiter ();
if (LifeTime < 0)
return;
if (delta > LifeTime) {
delta *= 0;
Active = false;
} else {
delta += Time.deltaTime;
}
}
}
void VelocityLimiter()
{
Vector2 _vel = rb.velocity;
if (_vel.y < -8f) {
_vel.y = -8f;
}
rb.velocity = _vel;
}
}
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namespace Water2D {
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using UnityEngine.UI;
using DynamicLight2D;
public struct microSpawn{
public Vector3 pos;
public int amount;
public Vector2 initVel;
public microSpawn(Vector3 pos, int amount, Vector2 initVel)
{
this.pos = pos;
this.amount = amount;
this.initVel = initVel;
}
}
public class Water2D_Spawner : MonoBehaviour
{
public static Water2D_Spawner instance;
void Awake()
{
if(instance == null)
instance = this;
}
[Title("Water 2D", 20f, 20)]
[Space(25f)]
/// <summary>
/// Drops objects array.
/// </summary>
public GameObject [] WaterDropsObjects;
/// <summary>
/// The size of each drop.
/// </summary>
[Range (0f,2f)] public float size = .45f;
/// <summary>
/// The life time of each particle.
/// </summary>
[Range (0f,100f)] public float LifeTime = 5f;
/// <summary>
/// The delay between particles emission.
/// </summary>
[Range (0f,.3f)] public float DelayBetweenParticles = 0.05f;
/// <summary>
/// The water material.
/// </summary>
[Header("Material & color")]
public Material WaterMaterial;
public Color FillColor = new Color(0f,112/255f,1f);
public Color StrokeColor = new Color(4/255f,156/255f,1f);
[Separator()]
[Header("Speed & direction")]
/// <summary>
/// The initial speed of particles after spawn.
/// </summary>
public Vector2 initSpeed = new Vector2(1f,-1.8f);
[Separator()]
[Header("Apply setup changes over lifetime")]
/// <summary>
/// The dynamic changes can be apply ?.
/// </summary>
public bool DynamicChanges = true;
[Space(20f)]
[Header("Runtime actions")]
[ButtonAttribute("Start!", "Water2D.Water2D_Spawner", "RunSpawner")]public bool btn_0;
static void RunSpawner()
{
instance.Spawn();
}
[ButtonAttribute("Stop", "Water2D.Water2D_Spawner", "JustStopSpawner")] public bool btn_1;
static void JustStopSpawner()
{
instance._breakLoop = true;
}
[ButtonAttribute("Stop and restore", "Water2D.Water2D_Spawner", "StopSpawner")] public bool btn_2;
static void StopSpawner()
{
instance.Restore();
}
[Separator()]
[ButtonAttribute("Help?", "Water2D.Water2D_Spawner", "askHelp")] public bool btn;
static void askHelp()
{
string email = "info@2ddlpro.com";
string subject = "Water 2D Help!";
Application.OpenURL("mailto:" + email + "?subject=" + subject + "&body=" + "");
}
bool _dynamic = true;
public bool Dynamic {get{return _dynamic;}
set{
_dynamic = value;
}
}
bool alreadySpawned = false;
public int AllBallsCount{ get; private set;}
public bool IsWaterInScene{ get; private set;}
int usableDropsCount;
int DefaultCount;
// MICRO SPWNS
// Used to make spawn in other positions with same properties (use same array of particles)
List<microSpawn> microSpawns;
bool _breakLoop = false;
GameObject _parent;
void Start()
{
//Application.targetFrameRate = 60;
_parent = new GameObject ("_metaBalls");
_parent.hideFlags = HideFlags.HideInHierarchy;
WaterDropsObjects [0].transform.SetParent (_parent.transform);
WaterDropsObjects [0].transform.localScale = new Vector3 (size, size, 1f);
WaterDropsObjects [0].GetComponent<MetaballParticleClass>().Active = false;
for (int i = 1; i < WaterDropsObjects.Length; i++) {
WaterDropsObjects[i] = Instantiate(WaterDropsObjects[0], gameObject.transform.position, new Quaternion(0,0,0,0)) as GameObject;
WaterDropsObjects [i].GetComponent<MetaballParticleClass>().Active = false;
WaterDropsObjects [i].transform.SetParent (_parent.transform);
WaterDropsObjects [i].transform.localScale = new Vector3 (size, size, 1f);
WaterDropsObjects[i].layer = WaterDropsObjects[0].layer;
//WaterDropsObjects[i].SetActive(false);
}
WaterDropsObjects[0].SetActive(false);
AllBallsCount = WaterDropsObjects.Length;
microSpawns = new List<microSpawn>(5); // Up to 5 microspwawn
instance.Spawn();
}
public void RunMicroSpawn(Vector3 pos, int amount, Vector2 initVel)
{
addMicroSpawn (pos, amount, initVel);
executeMicroSpawns ();
}
public void addMicroSpawn(Vector3 pos, int amount, Vector2 initVel)
{
microSpawns.Add( new microSpawn (pos, amount, initVel));
}
public void Spawn(){
Spawn (DefaultCount);
}
public void Spawn(int count){
executeMicroSpawns ();
if (DelayBetweenParticles == 0f)
{
SpawnAll();
}
else {
StartCoroutine(loop(gameObject.transform.position, initSpeed, count));
}
}
public void SpawnAll() {
SpawnAllParticles(gameObject.transform.position, initSpeed, DefaultCount);
}
public void Spawn(int count, Vector3 pos){
executeMicroSpawns ();
StartCoroutine (loop(pos, initSpeed, count));
}
public void Spawn(int count, Vector3 pos, Vector2 InitVelocity, float delay = 0f){
executeMicroSpawns ();
StartCoroutine (loop(pos, InitVelocity, count, delay));
}
void executeMicroSpawns()
{
if (microSpawns == null)
return;
if (microSpawns.Count > 0 && microSpawns.Capacity > 0) {
for (int i = 0; i < microSpawns.Count; i++) {
//Spawn (microSpawns [i].amount, microSpawns [i].pos, microSpawns [i].initVel);
DynamicChanges = false;
StartCoroutine (loop(microSpawns [i].pos, microSpawns [i].initVel, microSpawns [i].amount ,0f));
}
microSpawns.Clear ();
}
}
public void Restore()
{
IsWaterInScene = false;
_breakLoop = true;
microSpawns.Clear ();
for (int i = 0; i < WaterDropsObjects.Length; i++) {
if (WaterDropsObjects [i].GetComponent<MetaballParticleClass> ().Active == true) {
WaterDropsObjects [i].GetComponent<MetaballParticleClass> ().Active = false;
}
WaterDropsObjects [i].GetComponent<MetaballParticleClass> ().witinTarget = false;
}
gameObject.transform.localEulerAngles = Vector3.zero;
initSpeed = new Vector2 (0, -2f);
DefaultCount = AllBallsCount;
usableDropsCount = DefaultCount;
//Dynamic = false;
}
IEnumerator loop(Vector3 _pos, Vector2 _initSpeed, int count = -1, float delay = 0f, bool waitBetweenDropSpawn = true){
yield return new WaitForSeconds (delay);
_breakLoop = false;
IsWaterInScene = true;
int auxCount = 0;
while (true) {
for (int i = 0; i < WaterDropsObjects.Length; i++) {
if (_breakLoop)
yield break;
MetaballParticleClass MetaBall = WaterDropsObjects [i].GetComponent<MetaballParticleClass> ();
if (MetaBall.Active == true)
continue;
MetaBall.LifeTime = LifeTime;
WaterDropsObjects [i].transform.position = transform.position;
MetaBall.Active = true;
MetaBall.witinTarget = false;
if (_initSpeed == Vector2.zero)
_initSpeed = initSpeed;
if (DynamicChanges) {
_initSpeed = initSpeed;
MetaBall.transform.localScale = new Vector3 (size, size, 1f);
SetWaterColor (FillColor, StrokeColor);
}
WaterDropsObjects [i].GetComponent<Rigidbody2D> ().velocity = _initSpeed;
// Count limiter
if (count > -1) {
auxCount++;
if (auxCount >= count && !Dynamic) {
yield break;
}
}
if(waitBetweenDropSpawn)
yield return new WaitForSeconds (DelayBetweenParticles);
}
yield return new WaitForEndOfFrame ();
alreadySpawned = true;
if (!Dynamic)
yield break;
}
}
void SpawnAllParticles(Vector3 _pos, Vector2 _initSpeed, int count = -1, float delay = 0f, bool waitBetweenDropSpawn = true)
{
IsWaterInScene = true;
int auxCount = 0;
// while (true)
//{
for (int i = 0; i < WaterDropsObjects.Length; i++)
{
MetaballParticleClass MetaBall = WaterDropsObjects[i].GetComponent<MetaballParticleClass>();
if (MetaBall.Active == true)
continue;
MetaBall.LifeTime = LifeTime;
WaterDropsObjects[i].transform.position = transform.position;
MetaBall.Active = true;
MetaBall.witinTarget = false;
if (_initSpeed == Vector2.zero)
_initSpeed = initSpeed;
if (DynamicChanges)
{
_initSpeed = initSpeed;
MetaBall.transform.localScale = new Vector3(size, size, 1f);
SetWaterColor(FillColor, StrokeColor);
}
WaterDropsObjects[i].GetComponent<Rigidbody2D>().velocity = _initSpeed;
// Count limiter
if (count > -1)
{
auxCount++;
if (auxCount >= count && !Dynamic)
{
break;
}
}
}
alreadySpawned = true;
// }
}
public void SetWaterColor(Color fill, Color stroke)
{
WaterMaterial.SetColor ("_Color", fill);
WaterMaterial.SetColor ("_StrokeColor", stroke);
}
}
}
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namespace DynamicLight2D
{
using UnityEngine;
using System.Collections;
public class AngleAttribute : PropertyAttribute
{
public readonly bool radians;
public AngleAttribute(bool radians)
{
this.radians = radians;
}
}
public class PopUpAttribute : PropertyAttribute
{
public readonly string []texts;
public PopUpAttribute(string []text)
{
this.texts = text;
}
}
/// <summary>
/// Add button to inspector.</summary>
/// <param name="caption"> the button text</param>
/// <param name="className">the class name with following format:Namespace.ClassName</param>
/// <param name="methodName">the name of the method(must be static)</param>
public class ButtonAttribute : PropertyAttribute
{
public readonly string caption;
public readonly string className;
public readonly string methodName;
public ButtonAttribute(string caption, string className, string methodName)
{
this.caption = caption;
this.className = className;
this.methodName = methodName;
}
}
public class SeparatorAttribute : PropertyAttribute
{
public readonly float height;
public SeparatorAttribute()
{
this.height = 2f;
}
}
public class TitleAttribute : PropertyAttribute
{
public readonly string text;
public readonly float height;
public readonly int fontSize;
public TitleAttribute(string text)
{
this.text = text;
this.height = 10f;
}
public TitleAttribute(string text, float height)
{
this.text = text;
this.height = height;
}
public TitleAttribute(string text, float height, int fontSize)
{
this.text = text;
this.height = height;
this.fontSize = fontSize;
}
}
public class FieldDescriptionAttribute : PropertyAttribute
{
public readonly string text;
public readonly string textColor;
public readonly string GUIColor;
// Text to show when serializedProperty will be != null
public readonly string text2; //
/// <summary>
/// Field description attribute.
/// <param name="text"> text to show on inspector over current field
/// </summary>
public FieldDescriptionAttribute(string text)
{
this.text = text;
this.text2 = null;
this.textColor = "gray";
}
/// <summary>
/// Field description attribute.
/// <param name="textColor"> the text color in constant values
/// <example: "red", "yellow", "white">
/// </summary>
public FieldDescriptionAttribute(string text, string GUIColor)
{
this.text = text;
this.text2 = null;
this.textColor = "gray";
this.GUIColor = GUIColor;
}
/// <summary>
/// Field description attribute.
/// <param name="text2"> text to show when serializedProperty will be != null
/// <example: "serializedProperty has been assigned">
/// </summary>
public FieldDescriptionAttribute(string text, string textColor, string text2)
{
this.text = text;
this.text2 = text2;
this.textColor = textColor;
}
/// <summary>
/// Field description attribute.
/// <param name="text2"> text to show when serializedProperty will be != null
/// <example: "serializedProperty has been assigned">
/// </summary>
public FieldDescriptionAttribute(string text, string textColor, string text2, string GUIColor)
{
this.text = text;
this.text2 = text2;
this.textColor = textColor;
this.GUIColor = GUIColor;
}
}
}
\ No newline at end of file
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#if UNITY_EDITOR
namespace DynamicLight2D
{
using UnityEngine;
using UnityEditor;
using System;
using System.Collections;
using System.Reflection;
[CustomPropertyDrawer(typeof(ButtonAttribute))]
public class ButtonAttributeDrawer : PropertyDrawer {
private ButtonAttribute _attributeValue = null;
private ButtonAttribute attributeValue
{
get
{
if (_attributeValue == null)
{
_attributeValue = (ButtonAttribute)attribute;
}
return _attributeValue;
}
}
public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
{
float myHeight = position.height * .5f;
float _Yoffset = position.y;
_Yoffset += myHeight*.5f;
if (GUI.Button (new Rect (position.x, position.y, position.width, myHeight * 2f), attributeValue.caption)) {
Type t = Type.GetType(attributeValue.className);
MethodInfo method = t.GetMethod(attributeValue.methodName, BindingFlags.Static | BindingFlags.NonPublic);
method.Invoke(null, null);
}
}
public override float GetPropertyHeight(SerializedProperty property, GUIContent label)
{
return base.GetPropertyHeight(property, label) + .5f;
}
}
}
#endif
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#if UNITY_EDITOR
namespace DynamicLight2D
{
using UnityEngine;
using UnityEditor;
using System.Collections;
[CustomPropertyDrawer(typeof(FieldDescriptionAttribute))]
public class FieldDescriptionAttributeDrawer : PropertyDrawer {
private FieldDescriptionAttribute _attributeValue = null;
private FieldDescriptionAttribute attributeValue
{
get
{
if (_attributeValue == null)
{
_attributeValue = (FieldDescriptionAttribute)attribute;
}
return _attributeValue;
}
}
public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
{
float space = 5f;
GUIStyle sty = (GUIStyle) GUI.skin.box;
sty.fontSize = 9;
// TEXT COLOR
switch (attributeValue.textColor)
{
case "gray":
sty.normal.textColor = Color.gray;
break;
case "white":
sty.normal.textColor = Color.white;
break;
case "yellow":
sty.normal.textColor = Color.yellow;
break;
case "green":
sty.normal.textColor = Color.green;
break;
case "black":
sty.normal.textColor = Color.black;
break;
case "blue":
sty.normal.textColor = Color.blue;
break;
case "cyan":
sty.normal.textColor = Color.cyan;
break;
case "magenta":
sty.normal.textColor = Color.magenta;
break;
case "red":
sty.normal.textColor = Color.red;
break;
default:
sty.normal.textColor = Color.white;
break;
}
Color lastGUIColor = GUI.color;
// GUI COLOR
switch (attributeValue.GUIColor)
{
case "gray":
GUI.color = Color.gray;
break;
case "white":
GUI.color = Color.white;
break;
case "yellow":
GUI.color = Color.yellow;
break;
case "green":
GUI.color = Color.green;
break;
case "black":
GUI.color = Color.black;
break;
case "blue":
GUI.color = Color.blue;
break;
case "cyan":
GUI.color = Color.cyan;
break;
case "magenta":
GUI.color = Color.magenta;
break;
case "red":
GUI.color = Color.red;
break;
default:
GUI.color = Color.white;
break;
}
string txt = attributeValue.text;
if(attributeValue.text2 != null && property.objectReferenceValue != null)
{
txt = attributeValue.text2;
}
GUI.Box(new Rect(position.x, position.y + space, position.width, position.height - space) ,txt, sty);
EditorGUI.PropertyField(new Rect(position.x, position.y + space*5.5f, position.width, position.height - space*7), property, label);
GUI.color = lastGUIColor;
}
public override float GetPropertyHeight(SerializedProperty property, GUIContent label)
{
return base.GetPropertyHeight(property, label) + 35f;
}
}
}
#endif
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#if UNITY_EDITOR
namespace DynamicLight2D
{
using UnityEngine;
using System.Collections;
public class IncrementableAttribute : PropertyAttribute
{
public readonly float incrementBy;
public IncrementableAttribute(float increment = 1.0f)
{
this.incrementBy = increment;
}
}
}
#endif
\ No newline at end of file
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#if UNITY_EDITOR
namespace DynamicLight2D
{
using UnityEngine;
using UnityEditor;
using System.Collections;
[CustomPropertyDrawer(typeof(IncrementableAttribute))]
public class IncrementableAttributeDrawer : PropertyDrawer
{
private IncrementableAttribute _attributeValue = null;
private IncrementableAttribute attributeValue
{
get
{
if (_attributeValue == null)
{
_attributeValue = (IncrementableAttribute)attribute;
}
return _attributeValue;
}
}
private float propertyExtraHeight = 70f;
public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
{
float myHeight = position.height * .5f;
float mySpace = position.height * .05f;
int incrementDirection = 0;
int buttonWidth = 40;
if (GUI.Button(new Rect(position.x, position.y, buttonWidth, myHeight*.5f), ("-" + attributeValue.incrementBy)))
{
incrementDirection = -1;
}
if (GUI.Button(new Rect(position.width - buttonWidth, position.y, buttonWidth, myHeight*.5f), ("+" + attributeValue.incrementBy)))
{
incrementDirection = 1;
}
string valueString = "";
if (property.propertyType == SerializedPropertyType.Float)
{
property.floatValue += attributeValue.incrementBy * incrementDirection;
valueString = property.floatValue.ToString();
}
else if (property.propertyType == SerializedPropertyType.Integer)
{
property.intValue += (int)attributeValue.incrementBy * incrementDirection;
valueString = property.intValue.ToString();
}
//EditorGUI.BeginProperty(position, label,property);
EditorGUI.LabelField(new Rect(position.x + buttonWidth + 40, position.y, position.width - (buttonWidth * 2 + 80), myHeight*.5f), new GUIContent(property.name + ": " + valueString));
EditorGUI.HelpBox(new Rect(position.x, position.y + myHeight*.5f + mySpace, position.width, myHeight), "msdmdf", MessageType.Info);
GUI.Box(new Rect(position.x, position.y, position.width, ((position.height - myHeight*.5f) + mySpace*1.5f)),"");
//EditorGUI.EndProperty();
}
public override float GetPropertyHeight(SerializedProperty property, GUIContent label)
{
return base.GetPropertyHeight(property, label) + propertyExtraHeight;
}
}
}
#endif
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#if UNITY_EDITOR
namespace DynamicLight2D
{
using UnityEngine;
using UnityEditor;
using System.Collections;
[CustomPropertyDrawer(typeof(PopUpAttribute))]
public class PopUpAttributeDrawer : PropertyDrawer {
private PopUpAttribute _attributeValue = null;
private PopUpAttribute attributeValue
{
get
{
if (_attributeValue == null)
{
_attributeValue = (PopUpAttribute)attribute;
}
return _attributeValue;
}
}
private float propertyExtraHeight = 0f;
private int popUpSelected = 0;
public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
{
float myHeight = position.height * .5f;
//float mySpace = position.height * .05f;
float labelWidth = 100f;
float _Yoffset = position.y;
_Yoffset += myHeight*.5f;
EditorGUI.LabelField(new Rect(position.x, position.y, position.width, myHeight*2f), label);
float xPos = (labelWidth + position.width *.25f)-30f;
popUpSelected = EditorGUI.Popup(new Rect(xPos, position.y, (position.width - xPos), myHeight*2f),popUpSelected, attributeValue.texts);
}
public override float GetPropertyHeight(SerializedProperty property, GUIContent label)
{
return base.GetPropertyHeight(property, label) + propertyExtraHeight;
}
}
}
#endif
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#if UNITY_EDITOR
namespace DynamicLight2D
{
using UnityEngine;
using UnityEditor;
using System.Collections;
[CustomPropertyDrawer(typeof(SeparatorAttribute))]
public class SeparatorAttributeDrawer : DecoratorDrawer {
private SeparatorAttribute _attributeValue = null;
private SeparatorAttribute attributeValue
{
get
{
if (_attributeValue == null)
{
_attributeValue = (SeparatorAttribute)attribute;
}
return _attributeValue;
}
}
public override void OnGUI(Rect position)
{
float defaultHeight = position.height;
position.height = attributeValue.height + defaultHeight;
GUI.color = Color.black;
GUI.Box(new Rect(position.x, position.y + (position.height*.5f), position.width, attributeValue.height), "");
GUI.color = Color.white;
GUI.Box(new Rect(position.x, position.y + 1.3f + (position.height*.5f), position.width, attributeValue.height), "");
}
public override float GetHeight()
{
float diff = 0;
if(attributeValue.height > base.GetHeight()){
diff = attributeValue.height - base.GetHeight();
diff += 5f;
}
return base.GetHeight() + diff;
}
}
}
#endif
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#if UNITY_EDITOR
namespace DynamicLight2D
{
using UnityEngine;
using UnityEditor;
using System.Collections;
[CustomPropertyDrawer(typeof(TitleAttribute))]
public class DescriptionAttributeDrawer : DecoratorDrawer {
private TitleAttribute _attributeValue = null;
private TitleAttribute attributeValue
{
get
{
if (_attributeValue == null)
{
_attributeValue = (TitleAttribute)attribute;
}
return _attributeValue;
}
}
public override void OnGUI(Rect position)
{
GUIStyle sty = (GUIStyle) GUI.skin.box;
sty.normal.textColor = new Color32(50,50,50,255);
if (attributeValue.fontSize > 0)
sty.fontSize = attributeValue.fontSize;
else
sty.fontSize = 9;
float space = 3f;
GUI.Box(new Rect(position.x, position.y + (space*2), position.width, position.height - space*3 ), attributeValue.text, sty);
}
public override float GetHeight()
{
return base.GetHeight() + attributeValue.height;
}
}
}
#endif
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