Heroes_of_Hiis/Assets/Oculus/Spatializer/editor/ONSPAudioSourceEditor.cs

101 lines
3.0 KiB
C#

/************************************************************************************
Filename : ONSPAudioSourceEditor.cs
Content : This script adds editor functionality to OculusSpatializerUserParams script.
Copyright : Copyright (c) Facebook Technologies, LLC and its affiliates. All rights reserved.
Licensed under the Oculus SDK Version 3.5 (the "License");
you may not use the Oculus SDK except in compliance with the License,
which is provided at the time of installation or download, or which
otherwise accompanies this software in either electronic or hard copy form.
You may obtain a copy of the License at
https://developer.oculus.com/licenses/sdk-3.5/
Unless required by applicable law or agreed to in writing, the Oculus SDK
distributed under the License is distributed on an "AS IS" BASIS,
WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
See the License for the specific language governing permissions and
limitations under the License.
************************************************************************************/
#define CUSTOM_LAYOUT
using UnityEditor;
using UnityEngine;
using System.Collections.Generic;
[CustomEditor(typeof(ONSPAudioSource))]
public class OculusSpatializerUserParamsEditor : Editor
{
// target component
private ONSPAudioSource m_Component;
// OnEnable
void OnEnable()
{
m_Component = (ONSPAudioSource)target;
}
// OnInspectorGUI
public override void OnInspectorGUI()
{
GUI.color = Color.white;
Undo.RecordObject(m_Component, "OculusSpatializerUserParams");
{
#if CUSTOM_LAYOUT
m_Component.EnableSpatialization = EditorGUILayout.Toggle("Spatialization Enabled", m_Component.EnableSpatialization);
m_Component.EnableRfl = EditorGUILayout.Toggle("Reflections Enabled", m_Component.EnableRfl);
m_Component.Gain = EditorGUILayout.FloatField("Gain", m_Component.Gain);
Separator();
Label ("OCULUS ATTENUATION");
m_Component.UseInvSqr = EditorGUILayout.Toggle("Enabled", m_Component.UseInvSqr);
Label ("");
Label("RANGE (0.0 - 1000000.0 meters)");
m_Component.Near = EditorGUILayout.FloatField("Minimum", m_Component.Near);
m_Component.Far = EditorGUILayout.FloatField("Maximum", m_Component.Far);
Label("");
Label("VOLUMETRIC RADIUS (0.0 - 1000.0 meters)");
m_Component.VolumetricRadius = EditorGUILayout.FloatField("Radius", m_Component.VolumetricRadius);
Separator();
Label("REVERB SEND LEVEL (-60.0 - 20.0 decibels)");
m_Component.ReverbSend = EditorGUILayout.FloatField(" ", m_Component.ReverbSend);
Separator();
#else
DrawDefaultInspector ();
#endif
}
if (GUI.changed)
{
EditorUtility.SetDirty(m_Component);
}
}
// Utilities, move out of here (or copy over to other editor script)
// Separator
void Separator()
{
GUI.color = new Color(1, 1, 1, 0.25f);
GUILayout.Box("", "HorizontalSlider", GUILayout.Height(16));
GUI.color = Color.white;
}
// Label
void Label(string label)
{
EditorGUILayout.LabelField (label);
}
}