/************************************************************************************ Filename : OculusSpatializerUserParamsEditor.cs Content : This script adds editor functionality to OculusSpatializerUserParams script. Created : December 14, 2015 Authors : Peter Giokaris Copyright : Copyright 2015 Oculus VR, Inc. All Rights reserved. Licensed under the Oculus VR Rift SDK License Version 3.1 (the "License"); you may not use the Oculus VR Rift SDK except in compliance with the License, which is provided at the time of installation or download, or which otherwise accompanies this software in either electronic or hard copy form. You may obtain a copy of the License at http://www.oculusvr.com/licenses/LICENSE-3.1 Unless required by applicable law or agreed to in writing, the Oculus VR SDK distributed under the License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. See the License for the specific language governing permissions and limitations under the License. ************************************************************************************/ #define CUSTOM_LAYOUT using UnityEditor; using UnityEngine; using System.Collections.Generic; [CustomEditor(typeof(ONSPAudioSource))] public class OculusSpatializerUserParamsEditor : Editor { // target component private ONSPAudioSource m_Component; // highlight color // Color HColor = Color.green; // OnEnable void OnEnable() { m_Component = (ONSPAudioSource)target; } // OnDestroy void OnDestroy() { } // OnInspectorGUI public override void OnInspectorGUI() { GUI.color = Color.white; Undo.RecordObject(m_Component, "OculusSpatializerUserParams"); { #if CUSTOM_LAYOUT m_Component.EnableSpatialization = EditorGUILayout.Toggle("Spatialization Enabled", m_Component.EnableSpatialization); m_Component.EnableRfl = EditorGUILayout.Toggle("Reflections Enabled", m_Component.EnableRfl); m_Component.Gain = EditorGUILayout.FloatField("Gain", m_Component.Gain); Separator(); Label ("OCULUS ATTENUATION"); m_Component.UseInvSqr = EditorGUILayout.Toggle("Enabled", m_Component.UseInvSqr); Label (""); Label("RANGE (0.0 - 1000000.0 meters)"); m_Component.Near = EditorGUILayout.FloatField("Minimum", m_Component.Near); m_Component.Far = EditorGUILayout.FloatField("Maximum", m_Component.Far); Label(""); Label("VOLUMETRIC RADIUS (0.0 - 1000.0 meters)"); m_Component.VolumetricRadius = EditorGUILayout.FloatField("Radius", m_Component.VolumetricRadius); Separator(); /* // Reference GUI Layout fields m_Component.VerticalFOV = EditorGUILayout.FloatField("Vertical FOV", m_Component.VerticalFOV); m_Component.NeckPosition = EditorGUILayout.Vector3Field("Neck Position", m_Component.NeckPosition); m_Component.UsePlayerEyeHeight = EditorGUILayout.Toggle ("Use Player Eye Height", m_Component.UsePlayerEeHeight); m_Component.FollowOrientation = EditorGUILayout.ObjectField("Follow Orientation", m_Component.FollowOrientation, typeof(Transform), true) as Transform; m_Component.BackgroundColor = EditorGUILayout.ColorField("Background Color", m_Component.BackgroundColor); OVREditorGUIUtility.Separator(); */ #else DrawDefaultInspector (); #endif } if (GUI.changed) { EditorUtility.SetDirty(m_Component); } } // Utilities, move out of here (or copy over to other editor script) // Separator void Separator() { GUI.color = new Color(1, 1, 1, 0.25f); GUILayout.Box("", "HorizontalSlider", GUILayout.Height(16)); GUI.color = Color.white; } // Label void Label(string label) { EditorGUILayout.LabelField (label); } }