UnityEditor.CubemapInfo.ResetEnvInfos C# (CSharp) Method

ResetEnvInfos() public method

public ResetEnvInfos ( ) : void
return void
        public void ResetEnvInfos()
        {
            this.angleOffset = 0f;
        }

Usage Example

Example #1
0
            public override void OnGUI(Rect rect)
            {
                GUILayout.BeginVertical();
                {
                    GUILayout.Label(styles.sEnvironment, EditorStyles.miniLabel);
                    EditorGUI.BeginChangeCheck();
                    float angleOffset = EditorGUILayout.Slider(styles.sAngleOffset, m_CubemapInfo.angleOffset % 360.0f, -360.0f, 360.0f);
                    if (EditorGUI.EndChangeCheck())
                    {
                        Undo.RecordObject(m_LookDevView.envLibrary, "Changed environment settings");
                        m_CubemapInfo.angleOffset      = angleOffset;
                        m_LookDevView.envLibrary.dirty = true;
                        m_LookDevView.Repaint();
                    }

                    if (GUILayout.Button(styles.sResetEnv, EditorStyles.toolbarButton))
                    {
                        Undo.RecordObject(m_LookDevView.envLibrary, "Changed environment settings");
                        m_CubemapInfo.ResetEnvInfos();
                        m_LookDevView.envLibrary.dirty = true;
                        m_LookDevView.Repaint();
                    }

                    using (new EditorGUI.DisabledScope(!m_LookDevView.config.enableShadowCubemap))
                    {
                        DrawSeparator();
                        GUILayout.Label(styles.sShadows, EditorStyles.miniLabel);

                        EditorGUI.BeginChangeCheck();
                        float shadowIntensity = EditorGUILayout.Slider(styles.sShadowIntensity, m_CubemapInfo.shadowInfo.shadowIntensity, 0.0f, 5.0f);
                        Color shadowColor     = EditorGUILayout.ColorField(styles.sShadowColor, m_CubemapInfo.shadowInfo.shadowColor);
                        if (EditorGUI.EndChangeCheck())
                        {
                            Undo.RecordObject(m_LookDevView.envLibrary, "Changed shadow settings");
                            m_CubemapInfo.shadowInfo.shadowIntensity = shadowIntensity;
                            m_CubemapInfo.shadowInfo.shadowColor     = shadowColor;
                            m_LookDevView.envLibrary.dirty           = true;
                            m_LookDevView.Repaint();
                        }

                        if (GUILayout.Button(styles.sBrightest, EditorStyles.toolbarButton))
                        {
                            Undo.RecordObject(m_LookDevView.envLibrary, "Changed shadow settings");
                            LookDevResources.UpdateShadowInfoWithBrightestSpot(m_CubemapInfo);
                            m_LookDevView.envLibrary.dirty = true;
                            m_LookDevView.Repaint();
                        }

                        if (GUILayout.Button(styles.sResetShadow, EditorStyles.toolbarButton))
                        {
                            Undo.RecordObject(m_LookDevView.envLibrary, "Changed shadow settings");
                            m_CubemapInfo.SetCubemapShadowInfo(m_CubemapInfo);
                            m_LookDevView.envLibrary.dirty = true;
                            m_LookDevView.Repaint();
                        }
                    }
                }
                GUILayout.EndVertical();
            }