Imported UI Assets

This commit is contained in:
MarcoHampel
2024-02-01 22:45:59 -05:00
parent 95a3f673f0
commit 5192d8b669
1355 changed files with 518302 additions and 153 deletions

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using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
namespace Michsky.UI.Heat
{
[ExecuteInEditMode]
[RequireComponent(typeof(Image))]
public class GradientFilter : MonoBehaviour
{
// Settings
public Filter selectedFilter = Filter.Dawn;
[Range(0.1f, 0.9f)] public float opacity = 0.5f;
// Helpers
Image bgImage;
public List<Sprite> filters = new List<Sprite>();
public enum Filter
{
Aqua,
Dawn,
Dusk,
Emerald,
Kylo,
Memory,
Mice,
Pinky,
Retro,
Rock,
Sunset,
Violet,
Warm,
Random
}
void Awake()
{
bgImage = GetComponent<Image>();
}
void OnEnable()
{
UpdateFilter();
}
public void UpdateFilter()
{
if (selectedFilter == Filter.Random && Application.isPlaying) { bgImage.sprite = filters[Random.Range(0, filters.Count - 1)]; }
else if (filters.Count >= (int)selectedFilter + 1) { bgImage.sprite = filters[(int)selectedFilter]; }
bgImage.color = new Color(bgImage.color.r, bgImage.color.g, bgImage.color.g, opacity);
}
}
}

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#if UNITY_EDITOR
using UnityEngine;
using UnityEditor;
namespace Michsky.UI.Heat
{
[CanEditMultipleObjects]
[CustomEditor(typeof(GradientFilter))]
public class GradientFilterEditor : Editor
{
private GradientFilter gfTarget;
private GUISkin customSkin;
private void OnEnable()
{
gfTarget = (GradientFilter)target;
if (EditorGUIUtility.isProSkin == true) { customSkin = HeatUIEditorHandler.GetDarkEditor(customSkin); }
else { customSkin = HeatUIEditorHandler.GetLightEditor(customSkin); }
}
public override void OnInspectorGUI()
{
var selectedFilter = serializedObject.FindProperty("selectedFilter");
var opacity = serializedObject.FindProperty("opacity");
HeatUIEditorHandler.DrawHeader(customSkin, "Options Header", 6);
HeatUIEditorHandler.DrawProperty(selectedFilter, customSkin, "Selected Filter");
HeatUIEditorHandler.DrawProperty(opacity, customSkin, "Opacity");
gfTarget.UpdateFilter();
serializedObject.ApplyModifiedProperties();
}
}
}
#endif

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using System.Reflection;
using UnityEngine;
namespace Michsky.UI.Heat
{
public class GraphicsManager : MonoBehaviour
{
// Resources
[SerializeField] private Dropdown resolutionDropdown;
// Settings
[SerializeField] private bool initializeResolutions = true;
// Helpers
Resolution[] resolutions;
public enum TextureOption { FullRes, HalfRes, QuarterRes, EighthResh }
public enum AnisotropicOption { None, PerTexture, ForcedOn }
void Awake()
{
if (initializeResolutions == true && resolutionDropdown != null)
{
InitializeResolutions();
}
}
public void InitializeResolutions()
{
resolutions = Screen.resolutions;
resolutionDropdown.items.Clear();
int currentResolutionIndex = 0;
for (int i = 0; i < resolutions.Length; i++)
{
int index = i;
string option = resolutions[i].width + "x" + resolutions[i].height;
resolutionDropdown.CreateNewItem(option, false);
resolutionDropdown.items[i].onItemSelection.AddListener(delegate { SetResolution(index); });
#if UNITY_2022_2_OR_NEWER
#if !UNITY_EDITOR
if (resolutions[i].refreshRateRatio.numerator != Screen.currentResolution.refreshRateRatio.numerator) { resolutionDropdown.items[i].isInvisible = true; }
#endif
if (resolutions[i].width == Screen.currentResolution.width
&& resolutions[i].height == Screen.currentResolution.height
&& resolutions[i].refreshRateRatio.numerator == Screen.currentResolution.refreshRateRatio.numerator)
{
currentResolutionIndex = index;
}
#else
#if !UNITY_EDITOR
if (resolutions[i].refreshRate != Screen.currentResolution.refreshRate) { resolutionDropdown.items[i].isInvisible = true; }
#endif
if (resolutions[i].width == Screen.currentResolution.width
&& resolutions[i].height == Screen.currentResolution.height
&& resolutions[i].refreshRate == Screen.currentResolution.refreshRate)
{
currentResolutionIndex = index;
}
#endif
}
resolutionDropdown.selectedItemIndex = currentResolutionIndex;
resolutionDropdown.Initialize();
}
public void SetResolution(int resolutionIndex)
{
#if !UNITY_EDITOR
Screen.SetResolution(resolutions[resolutionIndex].width, resolutions[resolutionIndex].height, Screen.fullScreen);
#endif
}
public void SetVSync(bool value)
{
if (value == true) { QualitySettings.vSyncCount = 2; }
else { QualitySettings.vSyncCount = 0; }
}
public void SetFrameRate(int value)
{
Application.targetFrameRate = value;
}
public void SetWindowFullscreen()
{
Screen.fullScreen = true;
Screen.fullScreenMode = FullScreenMode.ExclusiveFullScreen;
}
public void SetWindowBorderless()
{
Screen.fullScreenMode = FullScreenMode.FullScreenWindow;
}
public void SetWindowWindowed()
{
Screen.fullScreen = false;
Screen.fullScreenMode = FullScreenMode.Windowed;
}
public void SetTextureQuality(TextureOption option)
{
#if UNITY_2022_2_OR_NEWER
if (option == TextureOption.FullRes) { QualitySettings.globalTextureMipmapLimit = 0; }
else if (option == TextureOption.HalfRes) { QualitySettings.globalTextureMipmapLimit = 1; }
else if (option == TextureOption.QuarterRes) { QualitySettings.globalTextureMipmapLimit = 2; }
else if (option == TextureOption.EighthResh) { QualitySettings.globalTextureMipmapLimit = 3; }
#else
if (option == TextureOption.FullRes) { QualitySettings.masterTextureLimit = 0; }
else if (option == TextureOption.HalfRes) { QualitySettings.masterTextureLimit = 1; }
else if (option == TextureOption.QuarterRes) { QualitySettings.masterTextureLimit = 2; }
else if (option == TextureOption.EighthResh) { QualitySettings.masterTextureLimit = 3; }
#endif
}
public void SetTextureQuality(int index)
{
if (index == 0) { SetTextureQuality(TextureOption.FullRes); }
else if (index == 1) { SetTextureQuality(TextureOption.HalfRes); }
else if (index == 2) { SetTextureQuality(TextureOption.QuarterRes); }
else if (index == 3) { SetTextureQuality(TextureOption.EighthResh); }
}
public void SetAnisotropicFiltering(AnisotropicOption option)
{
if (option == AnisotropicOption.ForcedOn) { QualitySettings.anisotropicFiltering = AnisotropicFiltering.ForceEnable; }
else if (option == AnisotropicOption.PerTexture) { QualitySettings.anisotropicFiltering = AnisotropicFiltering.Enable; }
else if (option == AnisotropicOption.None) { QualitySettings.anisotropicFiltering = AnisotropicFiltering.Disable; }
}
public void SetAnisotropicFiltering(int index)
{
if (index == 2) { SetAnisotropicFiltering(AnisotropicOption.ForcedOn); }
else if (index == 1) { SetAnisotropicFiltering(AnisotropicOption.PerTexture); }
else if (index == 0) { SetAnisotropicFiltering(AnisotropicOption.None); }
}
}
}

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#if UNITY_EDITOR
using UnityEngine;
using UnityEditor;
namespace Michsky.UI.Heat
{
[CanEditMultipleObjects]
[CustomEditor(typeof(GraphicsManager))]
public class GraphicsManagerEditor : Editor
{
private GraphicsManager gmTarget;
private GUISkin customSkin;
private void OnEnable()
{
gmTarget = (GraphicsManager)target;
if (EditorGUIUtility.isProSkin == true) { customSkin = HeatUIEditorHandler.GetDarkEditor(customSkin); }
else { customSkin = HeatUIEditorHandler.GetLightEditor(customSkin); }
}
public override void OnInspectorGUI()
{
var resolutionDropdown = serializedObject.FindProperty("resolutionDropdown");
var initializeResolutions = serializedObject.FindProperty("initializeResolutions");
HeatUIEditorHandler.DrawHeader(customSkin, "Core Header", 6);
HeatUIEditorHandler.DrawPropertyCW(resolutionDropdown, customSkin, "Resolution Dropdown", 132);
HeatUIEditorHandler.DrawHeader(customSkin, "Options Header", 10);
initializeResolutions.boolValue = HeatUIEditorHandler.DrawToggle(initializeResolutions.boolValue, customSkin, "Initialize Resolutions");
serializedObject.ApplyModifiedProperties();
}
}
}
#endif

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using System;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
namespace Michsky.UI.Heat
{
[DisallowMultipleComponent]
[RequireComponent(typeof(Image))]
[AddComponentMenu("Heat UI/Effects/UI Gradient")]
public class UIGradient : BaseMeshEffect
{
[SerializeField] Type _gradientType;
[SerializeField] Blend _blendMode = Blend.Multiply;
[SerializeField] bool _modifyVertices = true;
[SerializeField] [Range(-1, 1)] float _offset = 0f;
[SerializeField] [Range(0.1f, 10)] float _zoom = 1f;
[SerializeField]
UnityEngine.Gradient _effectGradient = new UnityEngine.Gradient() { colorKeys = new GradientColorKey[] { new GradientColorKey(Color.black, 0), new GradientColorKey(Color.white, 1) } };
public Blend BlendMode
{
get { return _blendMode; }
set
{
_blendMode = value;
graphic.SetVerticesDirty();
}
}
public UnityEngine.Gradient EffectGradient
{
get { return _effectGradient; }
set
{
_effectGradient = value;
graphic.SetVerticesDirty();
}
}
public Type GradientType
{
get { return _gradientType; }
set
{
_gradientType = value;
graphic.SetVerticesDirty();
}
}
public bool ModifyVertices
{
get { return _modifyVertices; }
set
{
_modifyVertices = value;
graphic.SetVerticesDirty();
}
}
public float Offset
{
get { return _offset; }
set
{
_offset = Mathf.Clamp(value, -1f, 1f);
graphic.SetVerticesDirty();
}
}
public float Zoom
{
get { return _zoom; }
set
{
_zoom = Mathf.Clamp(value, 0.1f, 10f);
graphic.SetVerticesDirty();
}
}
public enum Type
{
Horizontal,
Vertical,
Diamond
}
public enum Blend
{
Override,
Add,
Multiply
}
public override void ModifyMesh(VertexHelper helper)
{
if (!IsActive() || helper.currentVertCount == 0)
return;
List<UIVertex> _vertexList = new List<UIVertex>();
helper.GetUIVertexStream(_vertexList);
int nCount = _vertexList.Count;
switch (GradientType)
{
case Type.Horizontal:
case Type.Vertical:
{
Rect bounds = GetBounds(_vertexList);
float min = bounds.xMin;
float w = bounds.width;
Func<UIVertex, float> GetPosition = v => v.position.x;
if (GradientType == Type.Vertical)
{
min = bounds.yMin;
w = bounds.height;
GetPosition = v => v.position.y;
}
float width = w == 0f ? 0f : 1f / w / Zoom;
float zoomOffset = (1 - (1 / Zoom)) * 0.5f;
float offset = (Offset * (1 - zoomOffset)) - zoomOffset;
if (ModifyVertices)
SplitTrianglesAtGradientStops(_vertexList, bounds, zoomOffset, helper);
UIVertex vertex = new UIVertex();
for (int i = 0; i < helper.currentVertCount; i++)
{
helper.PopulateUIVertex(ref vertex, i);
vertex.color = BlendColor(vertex.color, EffectGradient.Evaluate((GetPosition(vertex) - min) * width - offset));
helper.SetUIVertex(vertex, i);
}
}
break;
case Type.Diamond:
{
Rect bounds = GetBounds(_vertexList);
float height = bounds.height == 0f ? 0f : 1f / bounds.height / Zoom;
float radius = bounds.center.y / 2f;
Vector3 center = (Vector3.right + Vector3.up) * radius + Vector3.forward * _vertexList[0].position.z;
if (ModifyVertices)
{
helper.Clear();
for (int i = 0; i < nCount; i++) helper.AddVert(_vertexList[i]);
UIVertex centralVertex = new UIVertex();
centralVertex.position = center;
centralVertex.normal = _vertexList[0].normal;
centralVertex.uv0 = new Vector2(0.5f, 0.5f);
centralVertex.color = Color.white;
helper.AddVert(centralVertex);
for (int i = 1; i < nCount; i++) helper.AddTriangle(i - 1, i, nCount);
helper.AddTriangle(0, nCount - 1, nCount);
}
UIVertex vertex = new UIVertex();
for (int i = 0; i < helper.currentVertCount; i++)
{
helper.PopulateUIVertex(ref vertex, i);
vertex.color = BlendColor(vertex.color, EffectGradient.Evaluate(
Vector3.Distance(vertex.position, center) * height - Offset));
helper.SetUIVertex(vertex, i);
}
}
break;
}
}
Rect GetBounds(List<UIVertex> vertices)
{
float left = vertices[0].position.x;
float right = left;
float bottom = vertices[0].position.y;
float top = bottom;
for (int i = vertices.Count - 1; i >= 1; --i)
{
float x = vertices[i].position.x;
float y = vertices[i].position.y;
if (x > right)
right = x;
else if (x < left)
left = x;
if (y > top)
top = y;
else if (y < bottom)
bottom = y;
}
return new Rect(left, bottom, right - left, top - bottom);
}
void SplitTrianglesAtGradientStops(List<UIVertex> _vertexList, Rect bounds, float zoomOffset, VertexHelper helper)
{
List<float> stops = FindStops(zoomOffset, bounds);
if (stops.Count > 0)
{
helper.Clear();
int nCount = _vertexList.Count;
for (int i = 0; i < nCount; i += 3)
{
float[] positions = GetPositions(_vertexList, i);
List<int> originIndices = new List<int>(3);
List<UIVertex> starts = new List<UIVertex>(3);
List<UIVertex> ends = new List<UIVertex>(2);
for (int s = 0; s < stops.Count; s++)
{
int initialCount = helper.currentVertCount;
bool hadEnds = ends.Count > 0;
bool earlyStart = false;
for (int p = 0; p < 3; p++)
{
if (!originIndices.Contains(p) && positions[p] < stops[s])
{
int p1 = (p + 1) % 3;
var start = _vertexList[p + i];
if (positions[p1] > stops[s])
{
originIndices.Insert(0, p);
starts.Insert(0, start);
earlyStart = true;
}
else
{
originIndices.Add(p);
starts.Add(start);
}
}
}
if (originIndices.Count == 0)
continue;
if (originIndices.Count == 3)
break;
foreach (var start in starts)
helper.AddVert(start);
ends.Clear();
foreach (int index in originIndices)
{
int oppositeIndex = (index + 1) % 3;
if (positions[oppositeIndex] < stops[s])
oppositeIndex = (oppositeIndex + 1) % 3;
ends.Add(CreateSplitVertex(_vertexList[index + i], _vertexList[oppositeIndex + i], stops[s]));
}
if (ends.Count == 1)
{
int oppositeIndex = (originIndices[0] + 2) % 3;
ends.Add(CreateSplitVertex(_vertexList[originIndices[0] + i], _vertexList[oppositeIndex + i], stops[s]));
}
foreach (var end in ends)
helper.AddVert(end);
if (hadEnds)
{
helper.AddTriangle(initialCount - 2, initialCount, initialCount + 1);
helper.AddTriangle(initialCount - 2, initialCount + 1, initialCount - 1);
if (starts.Count > 0)
{
if (earlyStart)
helper.AddTriangle(initialCount - 2, initialCount + 3, initialCount);
else
helper.AddTriangle(initialCount + 1, initialCount + 3, initialCount - 1);
}
}
else
{
int vertexCount = helper.currentVertCount;
helper.AddTriangle(initialCount, vertexCount - 2, vertexCount - 1);
if (starts.Count > 1)
helper.AddTriangle(initialCount, vertexCount - 1, initialCount + 1);
}
starts.Clear();
}
if (ends.Count > 0)
{
if (starts.Count == 0)
{
for (int p = 0; p < 3; p++)
{
if (!originIndices.Contains(p) && positions[p] > stops[stops.Count - 1])
{
int p1 = (p + 1) % 3;
UIVertex end = _vertexList[p + i];
if (positions[p1] > stops[stops.Count - 1])
starts.Insert(0, end);
else
starts.Add(end);
}
}
}
foreach (var start in starts)
helper.AddVert(start);
int vertexCount = helper.currentVertCount;
if (starts.Count > 1)
{
helper.AddTriangle(vertexCount - 4, vertexCount - 2, vertexCount - 1);
helper.AddTriangle(vertexCount - 4, vertexCount - 1, vertexCount - 3);
}
else if (starts.Count > 0)
helper.AddTriangle(vertexCount - 3, vertexCount - 1, vertexCount - 2);
}
else
{
helper.AddVert(_vertexList[i]);
helper.AddVert(_vertexList[i + 1]);
helper.AddVert(_vertexList[i + 2]);
int vertexCount = helper.currentVertCount;
helper.AddTriangle(vertexCount - 3, vertexCount - 2, vertexCount - 1);
}
}
}
}
float[] GetPositions(List<UIVertex> _vertexList, int index)
{
float[] positions = new float[3];
if (GradientType == Type.Horizontal)
{
positions[0] = _vertexList[index].position.x;
positions[1] = _vertexList[index + 1].position.x;
positions[2] = _vertexList[index + 2].position.x;
}
else
{
positions[0] = _vertexList[index].position.y;
positions[1] = _vertexList[index + 1].position.y;
positions[2] = _vertexList[index + 2].position.y;
}
return positions;
}
List<float> FindStops(float zoomOffset, Rect bounds)
{
List<float> stops = new List<float>();
var offset = Offset * (1 - zoomOffset);
var startBoundary = zoomOffset - offset;
var endBoundary = (1 - zoomOffset) - offset;
foreach (var color in EffectGradient.colorKeys)
{
if (color.time >= endBoundary)
break;
if (color.time > startBoundary)
stops.Add((color.time - startBoundary) * Zoom);
}
foreach (var alpha in EffectGradient.alphaKeys)
{
if (alpha.time >= endBoundary)
break;
if (alpha.time > startBoundary)
stops.Add((alpha.time - startBoundary) * Zoom);
}
float min = bounds.xMin;
float size = bounds.width;
if (GradientType == Type.Vertical)
{
min = bounds.yMin;
size = bounds.height;
}
stops.Sort();
for (int i = 0; i < stops.Count; i++)
{
stops[i] = (stops[i] * size) + min;
if (i > 0 && Math.Abs(stops[i] - stops[i - 1]) < 2)
{
stops.RemoveAt(i);
--i;
}
}
return stops;
}
UIVertex CreateSplitVertex(UIVertex vertex1, UIVertex vertex2, float stop)
{
if (GradientType == Type.Horizontal)
{
float sx = vertex1.position.x - stop;
float dx = vertex1.position.x - vertex2.position.x;
float dy = vertex1.position.y - vertex2.position.y;
float uvx = vertex1.uv0.x - vertex2.uv0.x;
float uvy = vertex1.uv0.y - vertex2.uv0.y;
float ratio = sx / dx;
float splitY = vertex1.position.y - (dy * ratio);
UIVertex splitVertex = new UIVertex();
splitVertex.position = new Vector3(stop, splitY, vertex1.position.z);
splitVertex.normal = vertex1.normal;
splitVertex.uv0 = new Vector2(vertex1.uv0.x - (uvx * ratio), vertex1.uv0.y - (uvy * ratio));
splitVertex.color = Color.white;
return splitVertex;
}
else
{
float sy = vertex1.position.y - stop;
float dy = vertex1.position.y - vertex2.position.y;
float dx = vertex1.position.x - vertex2.position.x;
float uvx = vertex1.uv0.x - vertex2.uv0.x;
float uvy = vertex1.uv0.y - vertex2.uv0.y;
float ratio = sy / dy;
float splitX = vertex1.position.x - (dx * ratio);
UIVertex splitVertex = new UIVertex();
splitVertex.position = new Vector3(splitX, stop, vertex1.position.z);
splitVertex.normal = vertex1.normal;
splitVertex.uv0 = new Vector2(vertex1.uv0.x - (uvx * ratio), vertex1.uv0.y - (uvy * ratio));
splitVertex.color = Color.white;
return splitVertex;
}
}
Color BlendColor(Color colorA, Color colorB)
{
switch (BlendMode)
{
default: return colorB;
case Blend.Add: return colorA + colorB;
case Blend.Multiply: return colorA * colorB;
}
}
}
}

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#if UNITY_EDITOR
using UnityEngine;
using UnityEditor;
namespace Michsky.UI.Heat
{
[CustomEditor(typeof(UIGradient))]
public class UIGradientEditor : Editor
{
private GUISkin customSkin;
private int currentTab;
private void OnEnable()
{
if (EditorGUIUtility.isProSkin == true) { customSkin = HeatUIEditorHandler.GetDarkEditor(customSkin); }
else { customSkin = HeatUIEditorHandler.GetLightEditor(customSkin); }
}
public override void OnInspectorGUI()
{
var _effectGradient = serializedObject.FindProperty("_effectGradient");
var _gradientType = serializedObject.FindProperty("_gradientType");
var _offset = serializedObject.FindProperty("_offset");
var _zoom = serializedObject.FindProperty("_zoom");
var _modifyVertices = serializedObject.FindProperty("_modifyVertices");
HeatUIEditorHandler.DrawHeader(customSkin, "Options Header", 6);
HeatUIEditorHandler.DrawPropertyCW(_effectGradient, customSkin, "Gradient", 100);
HeatUIEditorHandler.DrawPropertyCW(_gradientType, customSkin, "Type", 100);
HeatUIEditorHandler.DrawPropertyCW(_offset, customSkin, "Offset", 100);
HeatUIEditorHandler.DrawPropertyCW(_zoom, customSkin, "Zoom", 100);
_modifyVertices.boolValue = HeatUIEditorHandler.DrawToggle(_modifyVertices.boolValue, customSkin, "Complex Gradient");
serializedObject.ApplyModifiedProperties();
}
}
}
#endif

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