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using UnityEngine;
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using UnityEditor;
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//-----------------------------------------------------------------------------
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// Copyright 2015-2022 RenderHeads Ltd. All rights reserved.
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//-----------------------------------------------------------------------------
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namespace RenderHeads.Media.AVProVideo.Editor
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{
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/// <summary>
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/// Editor for the MediaPlayer component
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/// </summary>
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public partial class MediaPlayerEditor : UnityEditor.Editor
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{
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private SerializedProperty _propVolume;
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private SerializedProperty _propBalance;
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private SerializedProperty _propMuted;
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private SerializedProperty _propAudioHeadTransform;
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private SerializedProperty _propAudioEnableFocus;
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private SerializedProperty _propAudioFocusOffLevelDB;
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private SerializedProperty _propAudioFocusWidthDegrees;
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private SerializedProperty _propAudioFocusTransform;
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private void OnInspectorGUI_Audio()
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{
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if (EditorUtility.audioMasterMute)
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{
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EditorGUILayout.BeginHorizontal();
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EditorGUILayout.HelpBox("Audio is currently muted in Editor", MessageType.Warning, true);
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if (GUILayout.Button("Unmute", GUILayout.ExpandHeight(true)))
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{
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EditorUtility.audioMasterMute = false;
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UnityEditorInternal.InternalEditorUtility.RepaintAllViews(); // To force the GameView audio mute toggle display state to update
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}
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EditorGUILayout.EndHorizontal();
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}
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EditorGUILayout.BeginVertical(GUI.skin.box);
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EditorGUI.BeginChangeCheck();
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EditorGUILayout.PropertyField(_propVolume, new GUIContent("Volume"));
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if (EditorGUI.EndChangeCheck())
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{
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foreach (MediaPlayer player in this.targets)
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{
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player.AudioVolume = _propVolume.floatValue;
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}
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}
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EditorGUI.BeginChangeCheck();
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EditorGUILayout.PropertyField(_propBalance, new GUIContent("Balance"));
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if (EditorGUI.EndChangeCheck())
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{
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foreach (MediaPlayer player in this.targets)
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{
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player.AudioBalance = _propBalance.floatValue;
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}
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}
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EditorGUI.BeginChangeCheck();
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EditorGUILayout.PropertyField(_propMuted, new GUIContent("Muted"));
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if (EditorGUI.EndChangeCheck())
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{
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foreach (MediaPlayer player in this.targets)
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{
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player.AudioMuted = _propMuted.boolValue;
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}
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}
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EditorGUILayout.EndVertical();
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if (_showUltraOptions)
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{
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EditorGUILayout.BeginVertical(GUI.skin.box);
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GUILayout.Label("Audio 360", EditorStyles.boldLabel);
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EditorGUILayout.PropertyField(_propAudioHeadTransform, new GUIContent("Head Transform", "Set this to your head camera transform. Only currently used for Facebook Audio360"));
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EditorGUILayout.PropertyField(_propAudioEnableFocus, new GUIContent("Enable Focus", "Enables focus control. Only currently used for Facebook Audio360"));
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if (_propAudioEnableFocus.boolValue)
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{
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EditorGUILayout.PropertyField(_propAudioFocusOffLevelDB, new GUIContent("Off Focus Level DB", "Sets the off-focus level in DB, with the range being between -24 to 0 DB. Only currently used for Facebook Audio360"));
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EditorGUILayout.PropertyField(_propAudioFocusWidthDegrees, new GUIContent("Focus Width Degrees", "Set the focus width in degrees, with the range being between 40 and 120 degrees. Only currently used for Facebook Audio360"));
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EditorGUILayout.PropertyField(_propAudioFocusTransform, new GUIContent("Focus Transform", "Set this to where you wish to focus on the video. Only currently used for Facebook Audio360"));
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}
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EditorGUILayout.EndVertical();
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}
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}
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}
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}
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