40 lines
1.5 KiB
C#
40 lines
1.5 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEditor;
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using UnityEngine;
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public class SceneBrushTree : SceneBrush
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{
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public override EBrushType brushType => EBrushType.Tree;
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public override string RootName => "Trees";
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protected override bool PreProcessPrefab(GameObject k_prefab)
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{
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base.PreProcessPrefab(k_prefab);
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if (k_prefab.GetComponent<Tree>() != null)
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TreeUtil.PostProcessTree(k_prefab);
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return true;
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}
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public override void OnInspectorGUI()
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{
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base.OnInspectorGUI();
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if (Valid)
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{
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// var branchMat = renderInfo.opaqueMaterial[0];
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// var leafMat = renderInfo.opaqueMaterial[1];
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// EditorGUI.BeginChangeCheck();
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// var branchColor = EditorGUILayout.ColorField("树枝颜色", branchMat.color);
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// var leafColor = EditorGUILayout.ColorField("树叶颜色", leafMat.color);
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// var alpha =1f;
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// //alpha = EditorGUILayout.Slider("Alpha", renderInfo.transparentMaterial[0].color.a, 0, 1);
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// if (EditorGUI.EndChangeCheck())
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// {
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// branchMat.color = branchColor;
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// leafMat.color = leafColor;
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// renderInfo.transparentMaterial[0].color = new Color(branchColor.r, branchColor.g, branchColor.b, alpha);
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// renderInfo.transparentMaterial[1].color = new Color(leafColor.r, leafColor.g, leafColor.b, alpha);
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// }
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}
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}
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} |