Version: 5.3 (switch to 5.4b)
IdiomaEnglish
  • C#
  • JS

Idioma de script

Selecciona tu lenguaje de programación favorito. Todos los fragmentos de código serán mostrados en este lenguaje.

ProceduralMaterial.GetProceduralPropertyDescriptions

Sugiere un cambio

¡Éxito!

Gracias por ayudarnos a mejorar la calidad de la documentación de Unity. A pesar de que no podemos aceptar todas las sugerencias, leemos cada cambio propuesto por nuestros usuarios y actualizaremos los que sean aplicables.

Cerrar

No se puedo enviar

Por alguna razón su cambio sugerido no pudo ser enviado. Por favor <a>intente nuevamente</a> en unos minutos. Gracias por tomarse un tiempo para ayudarnos a mejorar la calidad de la documentación de Unity.

Cerrar

Cancelar

Cambiar al Manual
public function GetProceduralPropertyDescriptions(): ProceduralPropertyDescription[];
public ProceduralPropertyDescription[] GetProceduralPropertyDescriptions();

Descripción

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

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.

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(); }
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(); } }