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- using UnityEngine;
- using UnityEditor;
- using System.Collections;
- [CustomEditor(typeof(ParticlesArea))]
- public class ParticleAreaEditor : Editor {
- public override void OnInspectorGUI()
- {
- ParticlesArea sim = (ParticlesArea)target;
- /* if (SystemInfo.graphicsShaderLevel < 50)
- {
- EditorGUILayout.HelpBox("Cocuy needs DX11 enabled.", MessageType.Error);
- }
- else*/
- {
- base.OnInspectorGUI();
- float fMaxQuality = 2048.0f;
- float fMinQuality = 128.0f;
- sim.Resolution = (int)EditorGUILayout.Slider("Area Resolution", sim.Resolution, fMinQuality, fMaxQuality);
- float disp_min = 0.9f;
- float disp_max = 1.0f;
- float range = disp_max - disp_min;
- float density_dissipation = Mathf.Clamp(sim.Dissipation, disp_min, disp_max);
- density_dissipation = (density_dissipation - disp_min) / range;
- density_dissipation = EditorGUILayout.Slider("Particle Life", density_dissipation, 0.0f, 1.0f);
- sim.Dissipation = density_dissipation * range + disp_min;
- }
- EditorUtility.SetDirty(sim);
- }
- }
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