A game about forced loneliness, made by TACStudios
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1using UnityEngine; 2 3namespace UnityEditor.Rendering 4{ 5 public static partial class CameraUI 6 { 7 /// <summary> 8 /// Output Section 9 /// </summary> 10 public static partial class Output 11 { 12 /// <summary>Draws Allow Dynamic Resolution related fields on the inspector</summary> 13 /// <param name="p"><see cref="ISerializedCamera"/> The serialized camera</param> 14 /// <param name="owner"><see cref="Editor"/> The editor owner calling this drawer</param> 15 /// <param name="customLabel">Override property name</param> 16 public static void Drawer_Output_AllowDynamicResolution(ISerializedCamera p, Editor owner, GUIContent customLabel = null) 17 { 18 EditorGUILayout.PropertyField(p.allowDynamicResolution, customLabel ?? Styles.allowDynamicResolution); 19 p.baseCameraSettings.allowDynamicResolution.boolValue = p.allowDynamicResolution.boolValue; 20 } 21 22 /// <summary>Draws Normalized ViewPort related fields on the inspector</summary> 23 /// <param name="p"><see cref="ISerializedCamera"/> The serialized camera</param> 24 /// <param name="owner"><see cref="Editor"/> The editor owner calling this drawer</param> 25 public static void Drawer_Output_NormalizedViewPort(ISerializedCamera p, Editor owner) 26 { 27 EditorGUILayout.PropertyField(p.baseCameraSettings.normalizedViewPortRect, Styles.viewport); 28 } 29 30 /// <summary>Draws Depth related fields on the inspector</summary> 31 /// <param name="p"><see cref="ISerializedCamera"/> The serialized camera</param> 32 /// <param name="owner"><see cref="Editor"/> The editor owner calling this drawer</param> 33 public static void Drawer_Output_Depth(ISerializedCamera p, Editor owner) 34 { 35 EditorGUILayout.PropertyField(p.baseCameraSettings.depth, Styles.depth); 36 } 37 38 /// <summary>Draws Render Target related fields on the inspector</summary> 39 /// <param name="p"><see cref="ISerializedCamera"/> The serialized camera</param> 40 /// <param name="owner"><see cref="Editor"/> The editor owner calling this drawer</param> 41 public static void Drawer_Output_RenderTarget(ISerializedCamera p, Editor owner) 42 { 43 EditorGUILayout.PropertyField(p.baseCameraSettings.targetTexture); 44 } 45 } 46 } 47}