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ProceduralMaterial.GetProceduralPropertyDescriptions 获取程序材质属性描述数组

发布于 2019-12-18 15:38:19 字数 10969 浏览 1080 评论 0 收藏 0

JavaScript => public function GetProceduralPropertyDescriptions(): ProceduralPropertyDescription[];
C# => public ProceduralPropertyDescription[] GetProceduralPropertyDescriptions();

Description 描述

Get an array of descriptions of all the ProceduralProperties this ProceduralMaterial has.

获取这个程序材质所有属性描述的一个数组。

This can be used to build generic GUI that can be used to edit the properties of any ProceduralMaterial without knowing its properties in advance.

这可以用来构建泛型GUI,能用来编辑任意程序材质的属性,而事先不知道它的属性。

JavaScript:

var scrolling : Vector2;
var rend: Renderer;
 
 
function Start() {
	rend = GetComponent.<Renderer>();
}
 
 
function OnGUI () {
	if (rend.sharedMaterial as ProceduralMaterial) {
		// Show substance properties inside window
		var windowRect = new Rect (Screen.width-250, 30, 220, Screen.height-60);
		GUI.Window (0, windowRect, ProceduralPropertiesGUI, "Procedural Properties");
	}
}
 
 
function ProceduralPropertiesGUI (windowId : int) {	
	scrolling = GUILayout.BeginScrollView (scrolling);
 
	var substance = rend.sharedMaterial as ProceduralMaterial;
 
	// Get a list of all the Procedural properties
	var inputs = substance.GetProceduralPropertyDescriptions ();
 
	// Iterate through all the properties
	for (var i : int = 0; i < inputs.Length; i++) {
		var input = inputs[i];
 
		// Handle the different types of properties
		var type = input.type;
 
		// Show a boolean as a toggle
		if (type == ProceduralPropertyType.Boolean) {
			var inputBool = substance.GetProceduralBoolean (input.name);
			var oldInputBool = inputBool;
			inputBool = GUILayout.Toggle (inputBool, input.name);
			if (inputBool != oldInputBool)
				substance.SetProceduralBoolean (input.name, inputBool);
		}
		// Show a float as a slider
		else if (type == ProceduralPropertyType.Float) {
			// Only show GUI for numbers with a defined range
			if (input.hasRange) {
				GUILayout.Label (input.name);
 
				var inputFloat = substance.GetProceduralFloat (input.name);
				var oldInputFloat = inputFloat;
 
				inputFloat = GUILayout.HorizontalSlider (inputFloat, input.minimum, input.maximum);
 
				if (inputFloat != oldInputFloat)
					substance.SetProceduralFloat (input.name, inputFloat);
			}
		}
		// Show a vector as multiple sliders
		else if (type == ProceduralPropertyType.Vector2 ||
			type == ProceduralPropertyType.Vector3 ||
			type == ProceduralPropertyType.Vector4
		) {
			// Only show GUI for numbers with a defined range
			if (input.hasRange) {
				GUILayout.Label (input.name);
 
				// How many components are in this vector?
				var vectorComponentAmount = 4;
				if (type == ProceduralPropertyType.Vector2) vectorComponentAmount = 2;
				if (type == ProceduralPropertyType.Vector3) vectorComponentAmount = 3;
 
				var inputVector = substance.GetProceduralVector (input.name);
				var oldInputVector = inputVector;
 
				// Loop through the vector component and show a slider for each
				for (var c : int = 0; c < vectorComponentAmount; c++)
					inputVector[c] = GUILayout.HorizontalSlider (
						inputVector[c], input.minimum, input.maximum);
 
				if (inputVector != oldInputVector)
					substance.SetProceduralVector (input.name, inputVector);
			}
		}
		// Show a color as multiple sliders
		else if (type == ProceduralPropertyType.Color3 || type == ProceduralPropertyType.Color4) {
			GUILayout.Label (input.name);
 
			// How many numbers are in this color?
			var colorComponentAmount = (type == ProceduralPropertyType.Color3 ? 3 : 4);
 
			var colorInput = substance.GetProceduralColor (input.name);
			var oldColorInput = colorInput;
 
			// Loop through the vector numbers and show a slider for each
			for (var d : int = 0; d < colorComponentAmount; d++)
				colorInput[d] = GUILayout.HorizontalSlider (colorInput[d], 0, 1);
 
			if (colorInput != oldColorInput)
				substance.SetProceduralColor (input.name, colorInput);
		}
 
		// Show an enum as a selection grid
		else if (type == ProceduralPropertyType.Enum) {
			GUILayout.Label (input.name);
 
			var enumInput = substance.GetProceduralEnum (input.name);
			var oldEnumInput = enumInput;
			var enumOptions = input.enumOptions;
 
			enumInput = GUILayout.SelectionGrid (enumInput, enumOptions, 1);
			if (enumInput != oldEnumInput)
				substance.SetProceduralEnum (input.name, enumInput);
		}
	}
 
	// Rebuild the textures to show the changes
	substance.RebuildTextures();
 
	GUILayout.EndScrollView();
}

C#:

using UnityEngine;
using System.Collections;
 
public class ExampleClass2 : MonoBehaviour {
 
    public Vector2 scrolling;
    public Renderer rend;
 
    void Start() {
        rend = GetComponent<Renderer>();
    }
 
    void OnGUI() {
        if (rend.sharedMaterial as ProceduralMaterial) {
            Rect windowRect = new Rect(Screen.width - 250, 30, 220, Screen.height - 60);
            GUI.Window(0, windowRect, ProceduralPropertiesGUI, "Procedural Properties");
        }
    }
 
    void ProceduralPropertiesGUI(int windowId) {
        scrolling = GUILayout.BeginScrollView(scrolling);
 
        ProceduralMaterial substance = rend.sharedMaterial as ProceduralMaterial;
 
        ProceduralPropertyDescription[] inputs = substance.GetProceduralPropertyDescriptions();
 
        // Iterate through all the properties
        int i = 0;
        while (i < inputs.Length) {
            ProceduralPropertyDescription input = inputs[i];
            ProceduralPropertyType type = input.type;
 
            // Show a boolean as a toggle
            if (type == ProceduralPropertyType.Boolean) {
                bool inputBool = substance.GetProceduralBoolean(input.name);
                bool oldInputBool = inputBool;
                inputBool = GUILayout.Toggle(inputBool, input.name);
                if (inputBool != oldInputBool)
                    substance.SetProceduralBoolean(input.name, inputBool);
 
            }
			// Show a float as a slider
            else if (type == ProceduralPropertyType.Float) {
                    if (input.hasRange) {
                        GUILayout.Label(input.name);
                        float inputFloat = substance.GetProceduralFloat(input.name);
                        float oldInputFloat = inputFloat;
                        inputFloat = GUILayout.HorizontalSlider(inputFloat, input.minimum, input.maximum);
                        if (inputFloat != oldInputFloat)
                            substance.SetProceduralFloat(input.name, inputFloat);
 
                    }
            }
			// Show a vector as multiple sliders
            else if (type == ProceduralPropertyType.Vector2 || type == ProceduralPropertyType.Vector3 || type == ProceduralPropertyType.Vector4)
				// Only show GUI for numbers with a defined range
                if (input.hasRange) {
                    GUILayout.Label(input.name);
                    int vectorComponentAmount = 4;
                    if (type == ProceduralPropertyType.Vector2)
                        vectorComponentAmount = 2;
 
                    if (type == ProceduralPropertyType.Vector3)
                        vectorComponentAmount = 3;
 
                    Vector4 inputVector = substance.GetProceduralVector(input.name);
                    Vector4 oldInputVector = inputVector;
 
                    int c = 0;
                    while (c < vectorComponentAmount) {
                        inputVector[c] = GUILayout.HorizontalSlider(inputVector[c], input.minimum, input.maximum);
                        c++;
                    }
                    if (inputVector != oldInputVector)
						substance.SetProceduralVector(input.name, inputVector);
 
                }
            else if (type == ProceduralPropertyType.Color3 || type == ProceduralPropertyType.Color4) {
                GUILayout.Label(input.name);
                int colorComponentAmount = ((type == ProceduralPropertyType.Color3) ? 3 : 4);
                Color colorInput = substance.GetProceduralColor(input.name);
                Color oldColorInput = colorInput;
 
                int d = 0;
                while (d < colorComponentAmount) {
                    colorInput[d] = GUILayout.HorizontalSlider(colorInput[d], 0, 1);
                    d++;
                }
                if (colorInput != oldColorInput)
                    substance.SetProceduralColor(input.name, colorInput);
 
            }
            // Show an enum as a selection grid
            else if (type == ProceduralPropertyType.Enum) {
                GUILayout.Label(input.name);
                int enumInput = substance.GetProceduralEnum(input.name);
                int oldEnumInput = enumInput;
                string[] enumOptions = input.enumOptions;
                enumInput = GUILayout.SelectionGrid(enumInput, enumOptions, 1);
                if (enumInput != oldEnumInput)
                    substance.SetProceduralEnum(input.name, enumInput);
 
            }
            i++;
        }
 
    	// Rebuild the textures to show the changes
        substance.RebuildTextures();
 
        GUILayout.EndScrollView();
    }
}

proceduralmaterial

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