add some extra assets FX and SFX
This commit is contained in:
@@ -0,0 +1,604 @@
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//--------------------------------------------------------------------------------------------------------------------------------
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// Cartoon FX
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// (c) 2012-2025 Jean Moreno
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//--------------------------------------------------------------------------------------------------------------------------------
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using UnityEngine;
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using UnityEditor;
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using System.Collections.Generic;
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using System.IO;
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using System.Text.RegularExpressions;
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// Custom material inspector for Stylized FX shaders
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// - organize UI using comments in the shader code
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// - more flexibility than the material property drawers
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// version 2 (dec 2017)
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namespace CartoonFX
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{
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public class MaterialInspector : ShaderGUI
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{
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//Set by PropertyDrawers to defined if the next properties should be visible
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static private Stack<bool> ShowStack = new Stack<bool>();
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static public bool ShowNextProperty { get; private set; }
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static public void PushShowProperty(bool value)
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{
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ShowStack.Push(ShowNextProperty);
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ShowNextProperty &= value;
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}
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static public void PopShowProperty()
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{
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ShowNextProperty = ShowStack.Pop();
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}
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//--------------------------------------------------------------------------------------------------
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const string kGuiCommandPrefix = "//#";
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const string kGC_IfKeyword = "IF_KEYWORD";
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const string kGC_IfProperty = "IF_PROPERTY";
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const string kGC_EndIf = "END_IF";
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const string kGC_HelpBox = "HELP_BOX";
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const string kGC_Label = "LABEL";
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Dictionary<int, List<GUICommand>> guiCommands = new Dictionary<int, List<GUICommand>>();
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bool initialized = false;
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AssetImporter shaderImporter;
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ulong lastTimestamp;
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void Initialize(MaterialEditor editor, bool force)
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{
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if((!initialized || force) && editor != null)
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{
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initialized = true;
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guiCommands.Clear();
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//Find the shader and parse the source to find special comments that will organize the GUI
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//It's hackish, but at least it allows any character to be used (unlike material property drawers/decorators) and can be used along with property drawers
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var materials = new List<Material>();
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foreach(var o in editor.targets)
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{
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var m = o as Material;
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if(m != null)
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materials.Add(m);
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}
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if(materials.Count > 0 && materials[0].shader != null)
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{
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var path = AssetDatabase.GetAssetPath(materials[0].shader);
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//get asset importer
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shaderImporter = AssetImporter.GetAtPath(path);
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if(shaderImporter != null)
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{
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lastTimestamp = shaderImporter.assetTimeStamp;
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}
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//remove 'Assets' and replace with OS path
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path = Application.dataPath + path.Substring(6);
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//convert to cross-platform path
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path = path.Replace('/', Path.DirectorySeparatorChar);
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//open file for reading
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var lines = File.ReadAllLines(path);
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bool insideProperties = false;
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//regex pattern to find properties, as they need to be counted so that
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//special commands can be inserted at the right position when enumerating them
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var regex = new Regex(@"[a-zA-Z0-9_]+\s*\([^\)]*\)");
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int propertyCount = 0;
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bool insideCommentBlock = false;
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foreach(var l in lines)
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{
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var line = l.TrimStart();
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if(insideProperties)
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{
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bool isComment = line.StartsWith("//");
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if(line.Contains("/*"))
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insideCommentBlock = true;
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if(line.Contains("*/"))
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insideCommentBlock = false;
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//finished properties block?
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if(line.StartsWith("}"))
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break;
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//comment
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if(line.StartsWith(kGuiCommandPrefix))
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{
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string command = line.Substring(kGuiCommandPrefix.Length).TrimStart();
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//space
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if(string.IsNullOrEmpty(command))
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AddGUICommand(propertyCount, new GC_Space());
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//separator
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else if(command.StartsWith("---"))
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AddGUICommand(propertyCount, new GC_Separator());
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//separator
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else if(command.StartsWith("==="))
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AddGUICommand(propertyCount, new GC_SeparatorDouble());
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//if keyword
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else if(command.StartsWith(kGC_IfKeyword))
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{
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var expr = command.Substring(command.LastIndexOf(kGC_IfKeyword) + kGC_IfKeyword.Length + 1);
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AddGUICommand(propertyCount, new GC_IfKeyword() { expression = expr, materials = materials.ToArray() });
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}
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//if property
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else if(command.StartsWith(kGC_IfProperty))
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{
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var expr = command.Substring(command.LastIndexOf(kGC_IfProperty) + kGC_IfProperty.Length + 1);
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AddGUICommand(propertyCount, new GC_IfProperty() { expression = expr, materials = materials.ToArray() });
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}
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//end if
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else if(command.StartsWith(kGC_EndIf))
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{
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AddGUICommand(propertyCount, new GC_EndIf());
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}
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//help box
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else if(command.StartsWith(kGC_HelpBox))
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{
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var messageType = MessageType.Error;
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var message = "Invalid format for HELP_BOX:\n" + command;
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var cmd = command.Substring(command.LastIndexOf(kGC_HelpBox) + kGC_HelpBox.Length + 1).Split(new string[] { "::" }, System.StringSplitOptions.RemoveEmptyEntries);
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if(cmd.Length == 1)
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{
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message = cmd[0];
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messageType = MessageType.None;
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}
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else if(cmd.Length == 2)
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{
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try
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{
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var msgType = (MessageType)System.Enum.Parse(typeof(MessageType), cmd[0], true);
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message = cmd[1].Replace(" ", "\n");
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messageType = msgType;
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}
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catch { }
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}
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AddGUICommand(propertyCount, new GC_HelpBox()
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{
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message = message,
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messageType = messageType
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});
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}
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//label
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else if(command.StartsWith(kGC_Label))
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{
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var label = command.Substring(command.LastIndexOf(kGC_Label) + kGC_Label.Length + 1);
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AddGUICommand(propertyCount, new GC_Label() { label = label });
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}
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//header: plain text after command
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else
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{
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AddGUICommand(propertyCount, new GC_Header() { label = command });
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}
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}
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else
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//property
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{
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if(regex.IsMatch(line) && !insideCommentBlock && !isComment)
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propertyCount++;
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}
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}
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//start properties block?
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if(line.StartsWith("Properties"))
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{
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insideProperties = true;
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}
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}
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}
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}
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}
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void AddGUICommand(int propertyIndex, GUICommand command)
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{
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if(!guiCommands.ContainsKey(propertyIndex))
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guiCommands.Add(propertyIndex, new List<GUICommand>());
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guiCommands[propertyIndex].Add(command);
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}
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public override void AssignNewShaderToMaterial(Material material, Shader oldShader, Shader newShader)
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{
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initialized = false;
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base.AssignNewShaderToMaterial(material, oldShader, newShader);
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}
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public override void OnGUI(MaterialEditor materialEditor, MaterialProperty[] properties)
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{
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//init:
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//- read metadata in properties comment to generate ui layout
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//- force update if timestamp doesn't match last (= file externally updated)
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bool force = (shaderImporter != null && shaderImporter.assetTimeStamp != lastTimestamp);
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Initialize(materialEditor, force);
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var shader = (materialEditor.target as Material).shader;
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materialEditor.SetDefaultGUIWidths();
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//show all properties by default
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ShowNextProperty = true;
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ShowStack.Clear();
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for(int i = 0; i < properties.Length; i++)
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{
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if(guiCommands.ContainsKey(i))
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{
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for(int j = 0; j < guiCommands[i].Count; j++)
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{
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guiCommands[i][j].OnGUI();
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}
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}
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//Use custom properties to enable/disable groups based on keywords
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if(ShowNextProperty)
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{
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#if UNITY_6000_1_OR_NEWER
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if((properties[i].propertyFlags & (UnityEngine.Rendering.ShaderPropertyFlags.HideInInspector | UnityEngine.Rendering.ShaderPropertyFlags.PerRendererData)) == UnityEngine.Rendering.ShaderPropertyFlags.None)
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#else
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if((properties[i].flags & (MaterialProperty.PropFlags.HideInInspector | MaterialProperty.PropFlags.PerRendererData)) == MaterialProperty.PropFlags.None)
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#endif
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{
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DisplayProperty(properties[i], materialEditor);
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}
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}
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}
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//make sure to show gui commands that are after properties
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int index = properties.Length;
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if(guiCommands.ContainsKey(index))
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{
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for(int j = 0; j < guiCommands[index].Count; j++)
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{
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guiCommands[index][j].OnGUI();
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}
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}
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//Special fields
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Styles.MaterialDrawSeparatorDouble();
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materialEditor.RenderQueueField();
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materialEditor.EnableInstancingField();
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}
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virtual protected void DisplayProperty(MaterialProperty property, MaterialEditor materialEditor)
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{
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float propertyHeight = materialEditor.GetPropertyHeight(property, property.displayName);
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Rect controlRect = EditorGUILayout.GetControlRect(true, propertyHeight, EditorStyles.layerMaskField, new GUILayoutOption[0]);
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materialEditor.ShaderProperty(controlRect, property, property.displayName);
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}
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}
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// Same as Toggle drawer, but doesn't set any keyword
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// This will avoid adding unnecessary shader keyword to the project
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internal class MaterialToggleNoKeywordDrawer : MaterialPropertyDrawer
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{
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private static bool IsPropertyTypeSuitable(MaterialProperty prop)
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{
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#if UNITY_6000_1_OR_NEWER
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return prop.propertyType == UnityEngine.Rendering.ShaderPropertyType.Float || prop.propertyType == UnityEngine.Rendering.ShaderPropertyType.Range;
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#else
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return prop.type == MaterialProperty.PropType.Float || prop.type == MaterialProperty.PropType.Range;
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#endif
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}
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public override float GetPropertyHeight(MaterialProperty prop, string label, MaterialEditor editor)
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{
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float height;
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if (!MaterialToggleNoKeywordDrawer.IsPropertyTypeSuitable(prop))
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{
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height = 40f;
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}
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else
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{
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height = base.GetPropertyHeight(prop, label, editor);
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}
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return height;
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}
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public override void OnGUI(Rect position, MaterialProperty prop, GUIContent label, MaterialEditor editor)
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{
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if (!MaterialToggleNoKeywordDrawer.IsPropertyTypeSuitable(prop))
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{
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EditorGUI.HelpBox(position, "Toggle used on a non-float property: " + prop.name, MessageType.Warning);
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}
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else
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{
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EditorGUI.BeginChangeCheck();
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bool flag = Mathf.Abs(prop.floatValue) > 0.001f;
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EditorGUI.showMixedValue = prop.hasMixedValue;
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flag = EditorGUI.Toggle(position, label, flag);
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EditorGUI.showMixedValue = false;
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if (EditorGUI.EndChangeCheck())
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{
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prop.floatValue = ((!flag) ? 0f : 1f);
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}
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}
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}
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}
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// Same as KeywordEnum drawer, but uses the keyword supplied as is rather than adding a prefix to them
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internal class MaterialKeywordEnumNoPrefixDrawer : MaterialPropertyDrawer
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{
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private readonly GUIContent[] labels;
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private readonly string[] keywords;
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public MaterialKeywordEnumNoPrefixDrawer(string lbl1, string kw1) : this(new[] { lbl1 }, new[] { kw1 }) { }
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public MaterialKeywordEnumNoPrefixDrawer(string lbl1, string kw1, string lbl2, string kw2) : this(new[] { lbl1, lbl2 }, new[] { kw1, kw2 }) { }
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public MaterialKeywordEnumNoPrefixDrawer(string lbl1, string kw1, string lbl2, string kw2, string lbl3, string kw3) : this(new[] { lbl1, lbl2, lbl3 }, new[] { kw1, kw2, kw3 }) { }
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public MaterialKeywordEnumNoPrefixDrawer(string lbl1, string kw1, string lbl2, string kw2, string lbl3, string kw3, string lbl4, string kw4) : this(new[] { lbl1, lbl2, lbl3, lbl4 }, new[] { kw1, kw2, kw3, kw4 }) { }
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public MaterialKeywordEnumNoPrefixDrawer(string lbl1, string kw1, string lbl2, string kw2, string lbl3, string kw3, string lbl4, string kw4, string lbl5, string kw5) : this(new[] { lbl1, lbl2, lbl3, lbl4, lbl5 }, new[] { kw1, kw2, kw3, kw4, kw5 }) { }
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public MaterialKeywordEnumNoPrefixDrawer(string lbl1, string kw1, string lbl2, string kw2, string lbl3, string kw3, string lbl4, string kw4, string lbl5, string kw5, string lbl6, string kw6) : this(new[] { lbl1, lbl2, lbl3, lbl4, lbl5, lbl6 }, new[] { kw1, kw2, kw3, kw4, kw5, kw6 }) { }
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public MaterialKeywordEnumNoPrefixDrawer(string[] labels, string[] keywords)
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{
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this.labels= new GUIContent[keywords.Length];
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this.keywords = new string[keywords.Length];
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for (int i = 0; i < keywords.Length; ++i)
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{
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this.labels[i] = new GUIContent(labels[i]);
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this.keywords[i] = keywords[i];
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}
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}
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static bool IsPropertyTypeSuitable(MaterialProperty prop)
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{
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#if UNITY_6000_1_OR_NEWER
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return prop.propertyType == UnityEngine.Rendering.ShaderPropertyType.Float || prop.propertyType == UnityEngine.Rendering.ShaderPropertyType.Range;
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#else
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return prop.type == MaterialProperty.PropType.Float || prop.type == MaterialProperty.PropType.Range;
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#endif
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}
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void SetKeyword(MaterialProperty prop, int index)
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{
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for (int i = 0; i < keywords.Length; ++i)
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{
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string keyword = GetKeywordName(prop.name, keywords[i]);
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foreach (Material material in prop.targets)
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{
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if (index == i)
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material.EnableKeyword(keyword);
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else
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material.DisableKeyword(keyword);
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}
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}
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}
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public override float GetPropertyHeight(MaterialProperty prop, string label, MaterialEditor editor)
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{
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if (!IsPropertyTypeSuitable(prop))
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{
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return EditorGUIUtility.singleLineHeight * 2.5f;
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}
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return base.GetPropertyHeight(prop, label, editor);
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}
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public override void OnGUI(Rect position, MaterialProperty prop, GUIContent label, MaterialEditor editor)
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{
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if (!IsPropertyTypeSuitable(prop))
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{
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EditorGUI.HelpBox(position, "Toggle used on a non-float property: " + prop.name, MessageType.Warning);
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return;
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}
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EditorGUI.BeginChangeCheck();
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EditorGUI.showMixedValue = prop.hasMixedValue;
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var value = (int)prop.floatValue;
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value = EditorGUI.Popup(position, label, value, labels);
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EditorGUI.showMixedValue = false;
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if (EditorGUI.EndChangeCheck())
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{
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prop.floatValue = value;
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SetKeyword(prop, value);
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}
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}
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public override void Apply(MaterialProperty prop)
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{
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base.Apply(prop);
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if (!IsPropertyTypeSuitable(prop))
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return;
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if (prop.hasMixedValue)
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return;
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SetKeyword(prop, (int)prop.floatValue);
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}
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// Final keyword name: property name + "_" + display name. Uppercased,
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// and spaces replaced with underscores.
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private static string GetKeywordName(string propName, string name)
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{
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// Just return the supplied name
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return name;
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// Original code:
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/*
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string n = propName + "_" + name;
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return n.Replace(' ', '_').ToUpperInvariant();
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*/
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}
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||||
}
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//================================================================================================================================================================================================
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// GUI Commands System
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//
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// Workaround to Material Property Drawers limitations:
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// - uses shader comments to organize the GUI, and show/hide properties based on conditions
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// - can use any character (unlike property drawers)
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// - parsed once at material editor initialization
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internal class GUICommand
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{
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public virtual bool Visible() { return true; }
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public virtual void OnGUI() { }
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}
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internal class GC_Separator : GUICommand { public override void OnGUI() { if(MaterialInspector.ShowNextProperty) Styles.MaterialDrawSeparator(); } }
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internal class GC_SeparatorDouble : GUICommand { public override void OnGUI() { if(MaterialInspector.ShowNextProperty) Styles.MaterialDrawSeparatorDouble(); } }
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internal class GC_Space : GUICommand { public override void OnGUI() { if(MaterialInspector.ShowNextProperty) GUILayout.Space(8); } }
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internal class GC_HelpBox : GUICommand
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{
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public string message { get; set; }
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public MessageType messageType { get; set; }
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public override void OnGUI()
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{
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if(MaterialInspector.ShowNextProperty)
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Styles.HelpBoxRichText(message, messageType);
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}
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}
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internal class GC_Header : GUICommand
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||||
{
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public string label { get; set; }
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GUIContent guiContent;
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||||
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||||
public override void OnGUI()
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||||
{
|
||||
if(guiContent == null)
|
||||
guiContent = new GUIContent(label);
|
||||
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||||
if(MaterialInspector.ShowNextProperty)
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Styles.MaterialDrawHeader(guiContent);
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}
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||||
}
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internal class GC_Label : GUICommand
|
||||
{
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||||
public string label { get; set; }
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||||
GUIContent guiContent;
|
||||
|
||||
public override void OnGUI()
|
||||
{
|
||||
if(guiContent == null)
|
||||
guiContent = new GUIContent(label);
|
||||
|
||||
if(MaterialInspector.ShowNextProperty)
|
||||
GUILayout.Label(guiContent);
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||||
}
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||||
}
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||||
internal class GC_IfKeyword : GUICommand
|
||||
{
|
||||
public string expression { get; set; }
|
||||
public Material[] materials { get; set; }
|
||||
public override void OnGUI()
|
||||
{
|
||||
bool show = ExpressionParser.EvaluateExpression(expression, (string s) =>
|
||||
{
|
||||
foreach(var m in materials)
|
||||
{
|
||||
if(m.IsKeywordEnabled(s))
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
});
|
||||
MaterialInspector.PushShowProperty(show);
|
||||
}
|
||||
}
|
||||
internal class GC_EndIf : GUICommand { public override void OnGUI() { MaterialInspector.PopShowProperty(); } }
|
||||
|
||||
internal class GC_IfProperty : GUICommand
|
||||
{
|
||||
string _expression;
|
||||
public string expression
|
||||
{
|
||||
get { return _expression; }
|
||||
set { _expression = value.Replace("!=", "<>"); }
|
||||
}
|
||||
public Material[] materials { get; set; }
|
||||
|
||||
public override void OnGUI()
|
||||
{
|
||||
bool show = ExpressionParser.EvaluateExpression(expression, EvaluatePropertyExpression);
|
||||
MaterialInspector.PushShowProperty(show);
|
||||
}
|
||||
|
||||
bool EvaluatePropertyExpression(string expr)
|
||||
{
|
||||
//expression is expected to be in the form of: property operator value
|
||||
var reader = new StringReader(expr);
|
||||
string property = "";
|
||||
string op = "";
|
||||
float value = 0f;
|
||||
|
||||
int overflow = 0;
|
||||
while(true)
|
||||
{
|
||||
char c = (char)reader.Read();
|
||||
|
||||
//operator
|
||||
if(c == '=' || c == '>' || c == '<' || c == '!')
|
||||
{
|
||||
op += c;
|
||||
//second operator character, if any
|
||||
char c2 = (char)reader.Peek();
|
||||
if(c2 == '=' || c2 == '>')
|
||||
{
|
||||
reader.Read();
|
||||
op += c2;
|
||||
}
|
||||
|
||||
//end of string is the value
|
||||
var end = reader.ReadToEnd();
|
||||
if(!float.TryParse(end, out value))
|
||||
{
|
||||
Debug.LogError("Couldn't parse float from property expression:\n" + end);
|
||||
return false;
|
||||
}
|
||||
|
||||
break;
|
||||
}
|
||||
|
||||
//property name
|
||||
property += c;
|
||||
|
||||
overflow++;
|
||||
if(overflow >= 9999)
|
||||
{
|
||||
Debug.LogError("Expression parsing overflow!\n");
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
//evaluate property
|
||||
bool conditionMet = false;
|
||||
foreach(var m in materials)
|
||||
{
|
||||
float propValue = 0f;
|
||||
if(property.Contains(".x") || property.Contains(".y") || property.Contains(".z") || property.Contains(".w"))
|
||||
{
|
||||
string[] split = property.Split('.');
|
||||
string component = split[1];
|
||||
switch(component)
|
||||
{
|
||||
case "x": propValue = m.GetVector(split[0]).x; break;
|
||||
case "y": propValue = m.GetVector(split[0]).y; break;
|
||||
case "z": propValue = m.GetVector(split[0]).z; break;
|
||||
case "w": propValue = m.GetVector(split[0]).w; break;
|
||||
default: Debug.LogError("Invalid component for vector property: '" + property + "'"); break;
|
||||
}
|
||||
}
|
||||
else
|
||||
propValue = m.GetFloat(property);
|
||||
|
||||
switch(op)
|
||||
{
|
||||
case ">=": conditionMet = propValue >= value; break;
|
||||
case "<=": conditionMet = propValue <= value; break;
|
||||
case ">": conditionMet = propValue > value; break;
|
||||
case "<": conditionMet = propValue < value; break;
|
||||
case "<>": conditionMet = propValue != value; break; //not equal, "!=" is replaced by "<>" to prevent bug with leading ! ("not" operator)
|
||||
case "==": conditionMet = propValue == value; break;
|
||||
default:
|
||||
Debug.LogError("Invalid property expression:\n" + expr);
|
||||
break;
|
||||
}
|
||||
if(conditionMet)
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user