Car/Assets/VolumetricLightBeam/Editor/Editor_EffectFlicker.cs

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#if UNITY_EDITOR
using UnityEditor;
namespace VLB
{
[CustomEditor(typeof(EffectFlicker))]
[CanEditMultipleObjects]
public class Editor_EffectFlicker : Editor_EffectAbstractBase<EffectFlicker>
{
SerializedProperty performPauses = null;
SerializedProperty flickeringDuration = null;
SerializedProperty pauseDuration = null;
SerializedProperty restoreIntensityOnPause = null;
SerializedProperty frequency = null;
SerializedProperty intensityAmplitude = null;
SerializedProperty smoothing = null;
protected override void DisplayChildProperties()
{
if (FoldableHeader.Begin(this, EditorStrings.Effects.HeaderTimings))
{
EditorGUILayout.PropertyField(frequency, EditorStrings.Effects.FrequencyFlicker);
}
FoldableHeader.End();
if (FoldableHeader.Begin(this, EditorStrings.Effects.HeaderPause))
{
EditorGUILayout.PropertyField(performPauses, EditorStrings.Effects.PerformPauses);
if (m_Targets.HasAtLeastOneTargetWith((EffectFlicker comp) => { return comp.performPauses == true; }))
{
EditorGUILayout.PropertyField(flickeringDuration, EditorStrings.Effects.FlickeringDuration);
EditorGUILayout.PropertyField(pauseDuration, EditorStrings.Effects.PauseDuration);
EditorGUILayout.PropertyField(restoreIntensityOnPause, EditorStrings.Effects.RestoreIntensityOnPause);
}
}
FoldableHeader.End();
if (FoldableHeader.Begin(this, EditorStrings.Effects.HeaderVisual))
{
EditorGUILayout.PropertyField(intensityAmplitude, EditorStrings.Effects.IntensityAmplitude);
EditorGUILayout.PropertyField(smoothing, EditorStrings.Effects.Smoothing);
}
FoldableHeader.End();
}
}
}
#endif