ProjectDDD/Packages/com.distantlands.cozy.core/Runtime/Data/FX/VisualFX.cs
2025-07-08 19:46:31 +09:00

147 lines
4.9 KiB
C#

// Distant Lands 2025
// COZY: Stylized Weather 3
// All code included in this file is protected under the Unity Asset Store Eula
using System.Collections;
using UnityEngine;
#if COZY_URP
using UnityEngine.Rendering;
#elif UNITY_POST_PROCESSING_STACK_V2
using UnityEngine.Rendering.PostProcessing;
#endif
#if UNITY_EDITOR
using UnityEditor;
#endif
namespace DistantLands.Cozy.Data
{
[System.Serializable]
[CreateAssetMenu(menuName = "Distant Lands/Cozy/FX/Post Processing FX", order = 361)]
public class VisualFX : FXProfile
{
public int layer;
public float priority = 100;
#if COZY_URP
public VolumeProfile effectSettings;
Volume _volume;
#elif UNITY_POST_PROCESSING_STACK_V2
public PostProcessProfile effectSettings;
PostProcessVolume _volume;
#endif
public override void PlayEffect(float i)
{
#if UNITY_POST_PROCESSING_STACK_V2 || COZY_URP
if (!_volume)
if (!InitializeEffect(weatherSphere))
return;
_volume.weight = Mathf.Clamp01(transitionTimeModifier.Evaluate(i));
#endif
}
public override bool InitializeEffect(CozyWeather weather)
{
if (!Application.isPlaying)
return false;
base.InitializeEffect(weather);
#if UNITY_POST_PROCESSING_STACK_V2 || COZY_URP
if (_volume)
return true;
if (_volume == null)
{
#if COZY_URP
if (weather.GetFXRuntimeRef<Volume>(name))
_volume = weather.GetFXRuntimeRef<Volume>(name);
#elif UNITY_POST_PROCESSING_STACK_V2
_volume = weather.GetFXRuntimeRef<PostProcessVolume>(name);
#endif
if (_volume)
return true;
#if COZY_URP
_volume = new GameObject().AddComponent<Volume>();
#elif UNITY_POST_PROCESSING_STACK_V2
_volume = new GameObject().AddComponent<PostProcessVolume>();
#endif
_volume.gameObject.name = name;
_volume.transform.parent = weather.visualFXParent;
_volume.transform.position = Vector3.zero;
_volume.transform.rotation = Quaternion.identity;
_volume.profile = effectSettings;
_volume.priority = priority;
_volume.weight = 0;
_volume.isGlobal = true;
_volume.gameObject.layer = layer;
return true;
}
#endif
return false;
}
}
#if UNITY_EDITOR
[CustomEditor(typeof(VisualFX))]
[CanEditMultipleObjects]
public class E_VisualFX : E_FXProfile
{
void OnEnable()
{
}
public override void OnInspectorGUI()
{
serializedObject.Update();
EditorGUILayout.LayerField(new GUIContent("Volume Layer"), serializedObject.FindProperty("layer").intValue);
EditorGUILayout.PropertyField(serializedObject.FindProperty("priority"), new GUIContent("Priority"));
EditorGUILayout.PropertyField(serializedObject.FindProperty("transitionTimeModifier"));
EditorGUILayout.PropertyField(serializedObject.FindProperty("effectSettings"), new GUIContent("Post Processing Profile"));
EditorGUILayout.Space();
if (serializedObject.FindProperty("effectSettings").objectReferenceValue)
CreateEditor(serializedObject.FindProperty("effectSettings").objectReferenceValue).OnInspectorGUI();
serializedObject.ApplyModifiedProperties();
}
public override void RenderInWindow(Rect pos)
{
float space = EditorGUIUtility.singleLineHeight + EditorGUIUtility.standardVerticalSpacing;
var propPosA = new Rect(pos.x, pos.y + space, pos.width, EditorGUIUtility.singleLineHeight);
var propPosB = new Rect(pos.x, pos.y + space * 2, pos.width, EditorGUIUtility.singleLineHeight);
var propPosC = new Rect(pos.x, pos.y + space * 3, pos.width, EditorGUIUtility.singleLineHeight);
var propPosD = new Rect(pos.x, pos.y + space * 4, pos.width, EditorGUIUtility.singleLineHeight);
var propPosE = new Rect(pos.x, pos.y + space * 5, pos.width, EditorGUIUtility.singleLineHeight);
var propPosF = new Rect(pos.x, pos.y + space * 6, pos.width, EditorGUIUtility.singleLineHeight);
serializedObject.Update();
EditorGUI.LayerField(propPosA, new GUIContent("Volume Layer"), serializedObject.FindProperty("layer").intValue);
EditorGUI.PropertyField(propPosB, serializedObject.FindProperty("priority"));
EditorGUI.PropertyField(propPosC, serializedObject.FindProperty("effectSettings"));
EditorGUI.PropertyField(propPosD, serializedObject.FindProperty("transitionTimeModifier"));
serializedObject.ApplyModifiedProperties();
}
public override float GetLineHeight()
{
return 4;
}
}
#endif
}