UnityEditor.EditorGUILayout.BeginFadeGroup C# (CSharp) Method

BeginFadeGroup() public static method

Begins a group that can be be hidden/shown and the transition will be animated.

public static BeginFadeGroup ( float value ) : bool
value float A value between 0 and 1, 0 being hidden, and 1 being fully visible.
return bool
        public static bool BeginFadeGroup(float value)
        {
            if (value == 0f)
            {
                return false;
            }
            if (value == 1f)
            {
                return true;
            }
            GUILayoutFadeGroup group = (GUILayoutFadeGroup) GUILayoutUtility.BeginLayoutGroup(GUIStyle.none, null, typeof(GUILayoutFadeGroup));
            group.isVertical = true;
            group.resetCoords = true;
            group.fadeValue = value;
            group.wasGUIEnabled = GUI.enabled;
            group.guiColor = GUI.color;
            if (((value != 0f) && (value != 1f)) && (Event.current.type == EventType.MouseDown))
            {
                Event.current.Use();
            }
            EditorGUIUtility.LockContextWidth();
            GUI.BeginGroup(group.rect);
            return (value != 0f);
        }

Usage Example

Ejemplo n.º 1
0
        public override void OnInspectorGUI()
        {
            settings.Update();

            var c = (Camera)target;

            m_ShowBGColorOptions.target = !clearFlagsHasMultipleValues && (c.clearFlags == CameraClearFlags.SolidColor || c.clearFlags == CameraClearFlags.Skybox);
            m_ShowOrthoOptions.target   = !orthographicHasMultipleValues && c.orthographic;

            bool displaySubsystemPresent = displayDescriptors.Count > 0;

            m_ShowTargetEyeOption.target = targetEyeValue != (int)StereoTargetEyeMask.Both || PlayerSettings.virtualRealitySupported || displaySubsystemPresent;

            settings.DrawClearFlags();

            if (EditorGUILayout.BeginFadeGroup(m_ShowBGColorOptions.faded))
            {
                settings.DrawBackgroundColor();
            }
            EditorGUILayout.EndFadeGroup();

            settings.DrawCullingMask();

            EditorGUILayout.Space();

            settings.DrawProjection();

            settings.DrawClippingPlanes();

            settings.DrawNormalizedViewPort();

            EditorGUILayout.Space();
            settings.DrawDepth();
            settings.DrawRenderingPath();
            if (m_ShowOrthoOptions.target && wantDeferredRendering)
            {
                EditorGUILayout.HelpBox("Deferred rendering does not work with Orthographic camera, will use Forward.",
                                        MessageType.Warning, true);
            }

            settings.DrawTargetTexture(wantDeferredRendering);
            settings.DrawOcclusionCulling();
            settings.DrawHDR();
            settings.DrawMSAA();
            settings.DrawDynamicResolution();

            foreach (Camera camera in targets)
            {
                if (camera != null)
                {
                    Settings.DrawCameraWarnings(camera);
                }
            }

            settings.DrawVR();
            EditorGUILayout.Space();
            settings.DrawMultiDisplay();

            if (EditorGUILayout.BeginFadeGroup(m_ShowTargetEyeOption.faded))
            {
                settings.DrawTargetEye();
            }
            EditorGUILayout.EndFadeGroup();

            DepthTextureModeGUI();
            CommandBufferGUI();

            serializedObject.ApplyModifiedProperties();
        }
All Usage Examples Of UnityEditor.EditorGUILayout::BeginFadeGroup