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using UnityEditor;
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
[CustomEditor(typeof(FogVolumeScreen))]
[ExecuteInEditMode]
public class FogVolumeScreenEditor : Editor
{
string[] layerMaskName;
int layerMaskNameIndex = 0;
void OnEnable()
{
FogVolumeScreen _target = (FogVolumeScreen)target;
List<string> layerMaskList = new List<string>();
for (int i = 0; i < 32; i++)
{
string layerName = LayerMask.LayerToName(i);
if (layerName != "")
{
if (layerName == _target.FogVolumeLayerName)
layerMaskNameIndex = layerMaskList.Count;
layerMaskList.Add(layerName);
}
}
layerMaskName = layerMaskList.ToArray();
}
public override void OnInspectorGUI()
{
FogVolumeScreen _target = (FogVolumeScreen)target;
GUILayout.BeginHorizontal();
EditorGUILayout.LabelField("Density layer");
int newLayerMaskNameIndex = EditorGUILayout.Popup(layerMaskNameIndex, layerMaskName);
if (newLayerMaskNameIndex != layerMaskNameIndex)
{
layerMaskNameIndex = newLayerMaskNameIndex;
_target.FogVolumeLayerName = layerMaskName[layerMaskNameIndex];
}
GUILayout.EndHorizontal();
// Draw the default inspector
DrawDefaultInspector();
EditorGUILayout.HelpBox("Work in progress!", MessageType.None);
EditorUtility.SetDirty(target);
}
}