Commit aae398b8 authored by 15김건우's avatar 15김건우

자살

parents
Pipeline #52 failed with stages
in 48 seconds
[Ll]ibrary/
[Tt]emp/
[Oo]bj/
[Bb]uild/
[Bb]uilds/
[Ll]ogs/
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using UnityEngine;
using UnityEditor;
using UnityEditor.SceneManagement;
using DroneController.CameraMovement;
[CustomEditor(typeof(DroneCamera))]
[ExecuteInEditMode]
public class CameraEditor : Editor
{
public override void OnInspectorGUI()
{
var myScript = target as CameraScript;
UpdateLayerInputs();
EditorGUILayout.BeginVertical("Box");
myScript.inputEditorFPS = GUILayout.Toolbar(myScript.inputEditorFPS, new string[] { "Third Person View", "First Person View" });
switch (myScript.inputEditorFPS)
{
case 0:
myScript.FPS = false;
break;
case 1:
myScript.FPS = true;
break;
}
if (myScript.FPS)
{
EditorGUILayout.Space();
EditorGUILayout.HelpBox("First person view properties to position and rotate camera inside the drone.", MessageType.None);
// EditorGUILayout.Space();
// myScript.FPS = EditorGUILayout.Toggle(new GUIContent("FPS (ON)"), myScript.FPS);
EditorGUILayout.Space();
EditorGUILayout.Space();
myScript.positionInsideDrone = EditorGUILayout.Vector3Field(new GUIContent("Position inside drone", "This will move cameras local position inside drone."), myScript.positionInsideDrone);
myScript.rotationInsideDrone = EditorGUILayout.Vector3Field(new GUIContent("Rotation inside drone", "This will give the camera extra X (up/down) tilt when in POV mode, so when you move forward your camera view is straight."), myScript.rotationInsideDrone);
myScript.fpsViewMask = EditorGUILayout.MaskField(new GUIContent("FPS View Mask", "Layers that we wish to see in the FPS mode... suggestion to disable body part and see only propelers"), myScript.fpsViewMask, optionsFPS);
myScript.fpsFieldOfView = EditorGUILayout.FloatField(new GUIContent("Field Of View", "Camera field of view"), myScript.fpsFieldOfView);
}
else
{
EditorGUILayout.Space();
EditorGUILayout.HelpBox("Third person view properties to position and rotate camera behind the drone.", MessageType.None);
// EditorGUILayout.Space();
// myScript.FPS = EditorGUILayout.Toggle(new GUIContent("FPS (OFF)"), myScript.FPS);
EditorGUILayout.Space();
EditorGUILayout.Space();
myScript.positionBehindDrone = EditorGUILayout.Vector3Field(new GUIContent("Position behind drone", "Position of the camera behind the drone."), myScript.positionBehindDrone);
myScript.cameraFollowPositionTime = EditorGUILayout.Slider(new GUIContent("Camera follow position time", "How fast the camera will follow drone position. (The lower the value the faster it will follow)"), myScript.cameraFollowPositionTime, 0.0f, 0.1f);
myScript.extraTilt = EditorGUILayout.FloatField(new GUIContent("Extra camera tilt when moving", "Value where if the camera/drone is moving upwards will raise the camera view upward to get a better look at what is above, same goes when going downwards."), myScript.extraTilt);
myScript.tpsLayerMask = EditorGUILayout.MaskField(new GUIContent("TPS View Mask", "Layers that we wish to see in the FPS mode... suggestion to disable body part and see only propelers"), myScript.tpsLayerMask, optionsTPS);
myScript.tpsFieldOfView = EditorGUILayout.FloatField(new GUIContent("Field Of View", "Camera field of view"), myScript.tpsFieldOfView);
EditorGUILayout.Space();
EditorGUILayout.Space();
EditorGUILayout.Space();
myScript.freeMouseMovement = EditorGUILayout.Toggle(new GUIContent("Free Mouse Look", "Allows to freely view around the drone with your mouse and not depending on drone look rotation."), myScript.freeMouseMovement);
EditorGUILayout.Space();
if (myScript.freeMouseMovement)
{
myScript.useJoystickFreeMovementOnly = EditorGUILayout.Toggle(new GUIContent("Toggle joystick only free look", "Allows to freely view around the drone with your joystick and not depending on drone look rotation."), myScript.useJoystickFreeMovementOnly);
EditorGUILayout.BeginVertical("Box");
if(myScript.useJoystickFreeMovementOnly == false)
{
myScript.mouseSensitvity = EditorGUILayout.FloatField(new GUIContent("Mouse Sensitivity", "Value that will determine how fast your free look mouse will behave."), myScript.mouseSensitvity);
myScript.mouseFollowTime = EditorGUILayout.FloatField(new GUIContent("Mouse Follow Time", "Value that will follow the camera view behind the mouse movement.(The lower the value, the faster it will follow mouse movement)"), myScript.mouseFollowTime);
EditorGUILayout.Space();
EditorGUILayout.Space();
EditorGUILayout.HelpBox("Mouse Input", MessageType.Info);
myScript.mouse_X_axisName = EditorGUILayout.TextField(new GUIContent("Mouse X axis name", "Name of the mouse X axis that is connected to mouse movement."), myScript.mouse_X_axisName);
myScript.mouse_Y_axisName = EditorGUILayout.TextField(new GUIContent("Mouse Y axis name", "Name of the mouse Y axis that is connected to mouse movement."), myScript.mouse_Y_axisName);
}
EditorGUILayout.HelpBox("Joystick Input", MessageType.Info);
myScript.dPad_X_axisName = EditorGUILayout.TextField(new GUIContent("Joystick axis for the X axis", "Name of the joystick input, the arrow axis used for this one."), myScript.dPad_X_axisName);
myScript.dPad_Y_axisName = EditorGUILayout.TextField(new GUIContent("Joystick axis for the Y axis", "Name of the joystick input, the arrow axis used for this one."), myScript.dPad_Y_axisName);
EditorGUILayout.EndVertical();
}
}
if (GUI.changed)
{
EditorUtility.SetDirty(target);
EditorSceneManager.MarkSceneDirty(EditorSceneManager.GetActiveScene());
}
EditorGUILayout.EndVertical();
DrawDefaultInspector();
}
string[] optionsFPS = null;
string[] optionsTPS = null;
private void UpdateLayerInputs()//adds layer properties to our custom insepctor, cool isnt it?
{
optionsFPS = new string[32];
optionsTPS = new string[32];
for (int i = 0; i <= 31; i++)
{
string layerName = LayerMask.LayerToName(i);
optionsFPS[i] = layerName;
optionsTPS[i] = layerName;
}
}
}
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using System.Collections;
using UnityEngine;
using UnityEditor;
[CustomPropertyDrawer(typeof(ReadonlyAttribute))]
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{
public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
{
GUI.enabled = false;
switch (property.type) {
case "Vector4":
var v = property.vector4Value;
EditorGUI.BeginProperty(position, label, property);
EditorGUI.BeginChangeCheck();
v = EditorGUI.Vector4Field(position, label, v);
if (EditorGUI.EndChangeCheck())
property.vector4Value = v;
EditorGUI.EndProperty();
break;
default:
EditorGUI.PropertyField(position, property, label, true);
break;
}
GUI.enabled = true;
}
}
[CustomPropertyDrawer(typeof(Vector4))]
public class Vector4Drawer : PropertyDrawer
{
public override void OnGUI(Rect position, SerializedProperty property, GUIContent label) {
var v = property.vector4Value;
EditorGUI.BeginProperty(position, label, property);
EditorGUI.BeginChangeCheck();
v = EditorGUI.Vector4Field(position, label, v);
if (EditorGUI.EndChangeCheck())
property.vector4Value = v;
EditorGUI.EndProperty();
}
}
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