ADD: 야모 카메라 컴포지팅 스크립트
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Assets/Scripts/YAMO_Scripts/Camera Composition.meta
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Assets/Scripts/YAMO_Scripts/Camera Composition.meta
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Assets/Scripts/YAMO_Scripts/Camera Composition/CameraComposition.pdf
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Assets/Scripts/YAMO_Scripts/Camera Composition/CameraComposition.pdf
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productId: 202816
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packageName: Camera Composition - Grid Overlay Tool
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||||||
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packageVersion: 1.0.2
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||||||
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assetPath: Assets/Camera Composition/CameraComposition.pdf
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uploadId: 471102
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Assets/Scripts/YAMO_Scripts/Camera Composition/Changelog.txt
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Assets/Scripts/YAMO_Scripts/Camera Composition/Changelog.txt
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packageName: Camera Composition - Grid Overlay Tool
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||||||
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packageVersion: 1.0.2
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assetPath: Assets/Camera Composition/Changelog.txt
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uploadId: 471102
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Assets/Scripts/YAMO_Scripts/Camera Composition/README.txt
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Assets/Scripts/YAMO_Scripts/Camera Composition/README.txt
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packageName: Camera Composition - Grid Overlay Tool
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{
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"name": "CameraComposition",
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"rootNamespace": "",
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"references": [],
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"includePlatforms": [],
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"excludePlatforms": [],
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"allowUnsafeCode": false,
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"overrideReferences": false,
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"precompiledReferences": [],
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"autoReferenced": true,
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"defineConstraints": [],
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"versionDefines": [],
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"noEngineReferences": false
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packageName: Camera Composition - Grid Overlay Tool
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packageVersion: 1.0.2
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assetPath: Assets/Camera Composition/Scripts/CameraComposition.asmdef
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uploadId: 471102
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/* This file is part of the "Camera Composition" editor tool by Jordan Cassady.
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* You are only permitted to use this software if purchased and downloaded from
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* the Unity Asset Store. You shall not sell, license, transfer, distribute or
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* otherwise make this software available to any third party.
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*/
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// You are only permitted to use this package if purchased and downloaded
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using UnityEngine;
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using UnityEngine.UI;
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namespace JordanCassady
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{
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/// <summary>
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/// Provide access to the composition overlay properties and methods for
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/// manipulating the Image component from the editor window.
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/// </summary>
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[RequireComponent(typeof(Image))]
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public class CompositionOverlay : MonoBehaviour
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{
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#region PROPERTIES
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public bool IsActive { get { return GetComponent<Image>().enabled; } }
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public float Opacity { get { return GetComponent<Image>().color.a; } }
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#endregion
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public void Activate(bool activate)
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{
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GetComponent<Image>().enabled = activate;
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}
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/// <summary>
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/// Invert line color from white to black or vice versa.
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/// </summary>
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/// <param name="invert"></param>
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/// <returns></returns>
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public bool InvertLineColor(bool invert)
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{
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if (invert)
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{
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GetComponent<Image>().color = Color.black;
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} else {
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GetComponent<Image>().color = Color.white;
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}
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return invert;
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}
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/// <summary>
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/// Update the grid overlay opacity by changing the Image alpha value.
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/// </summary>
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/// <param name="alpha"></param>
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public void UpdateOpacity(float alpha)
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{
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var image = GetComponent<Image>();
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GetComponent<Image>().color = new Color(image.color.r, image.color.g, image.color.b, alpha);
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}
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/// <summary>
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/// Update the orientation of the overlay image.
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/// </summary>
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/// <param name="orientation"></param>/
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public void Position(string orientation)
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{
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if (orientation == "Bottom Right")
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{
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GetComponent<Image>().transform.rotation = Quaternion.Euler(0, 0, 0);
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}
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else if (orientation == "Bottom Left")
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{
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GetComponent<Image>().transform.rotation = Quaternion.Euler(-180, 0, -180);
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}
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else if (orientation == "Top Right")
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{
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GetComponent<Image>().transform.rotation = Quaternion.Euler(-180, 0, 0);
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}
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else if (orientation == "Top Left")
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{
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GetComponent<Image>().transform.rotation = Quaternion.Euler(0, 0, -180);
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}
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}
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}
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||||||
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}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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productId: 202816
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packageName: Camera Composition - Grid Overlay Tool
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||||||
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packageVersion: 1.0.2
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assetPath: Assets/Camera Composition/Scripts/CompositionOverlay.cs
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uploadId: 471102
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#if UNITY_EDITOR
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using UnityEngine;
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using UnityEditor;
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namespace JordanCassady
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{
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public class CameraComposition : EditorWindow
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{
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#region PROPERTIES
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private GameObject compositionObject;
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private GUIStyle guiStyle;
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private int tabIndex;
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private GameObject targetCamera;
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private Vector3 revertCameraPosition;
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private Quaternion revertCameraRotation;
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#endregion
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private readonly string[] tabNames = { "Rule of Thirds", "Diagonal", "Golden Ratio", "Golden Spiral", "Cross" };
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private Color greyColor = new Color(56f / 255f, 56f / 255f, 56f / 255f, 1f);
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[MenuItem("Tools/Camera Composition")]
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public static void ShowWindow()
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{
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var window = GetWindow<CameraComposition>("Camera Composition");
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window.minSize = new Vector2(370, 186);
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}
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private void OnEnable()
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{
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InitGUIStyle();
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}
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private void OnDestroy()
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{
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if (compositionObject != null)
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{
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DestroyImmediate(compositionObject);
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}
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}
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private void OnGUI()
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{
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if (compositionObject == null)
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{
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compositionObject = Instantiate(Resources.Load<GameObject>("Prefabs/Camera Composition"));
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}
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DrawTabSection();
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DrawOverrideSection();
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DrawCameraSection();
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}
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private void InitGUIStyle()
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{
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guiStyle = new GUIStyle
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{
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fontSize = 12,
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fontStyle = FontStyle.Bold,
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normal = { textColor = Color.white }
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};
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}
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private void DrawTabSection()
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{
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tabIndex = GUILayout.Toolbar(tabIndex, tabNames);
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GUILayout.Space(10);
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if (compositionObject == null) return;
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GameObject overlayObject = compositionObject.transform.GetChild(tabIndex).gameObject;
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DrawGridSection(overlayObject);
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DrawColorSection(overlayObject);
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DrawOpacitySection(overlayObject);
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if (tabIndex == 3) // Golden Spiral만 회전 지원
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{
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DrawRotationSection(overlayObject);
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}
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}
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private void DrawGridSection(GameObject overlayObject)
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{
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GUILayout.Label("Grid", guiStyle);
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GUILayout.BeginHorizontal();
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if (GUILayout.Button("On", GUILayout.Height(20)))
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overlayObject.GetComponent<CompositionOverlay>().Activate(true);
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if (GUILayout.Button("Off", GUILayout.Height(20)))
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overlayObject.GetComponent<CompositionOverlay>().Activate(false);
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GUILayout.EndHorizontal();
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GUILayout.Space(10);
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}
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private void DrawRotationSection(GameObject overlayObject)
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{
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GUILayout.Label("Rotation", guiStyle);
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GUILayout.BeginHorizontal();
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if (GUILayout.Button("↶ Top Left", GUILayout.Height(30)))
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{
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overlayObject.GetComponent<CompositionOverlay>().Position("Top Left");
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ToggleGrid(overlayObject);
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}
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if (GUILayout.Button("↷ Top Right", GUILayout.Height(30)))
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{
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overlayObject.GetComponent<CompositionOverlay>().Position("Top Right");
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ToggleGrid(overlayObject);
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}
|
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GUILayout.EndHorizontal();
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GUILayout.BeginHorizontal();
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if (GUILayout.Button("↶ Bottom Left", GUILayout.Height(30)))
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{
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overlayObject.GetComponent<CompositionOverlay>().Position("Bottom Left");
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ToggleGrid(overlayObject);
|
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}
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if (GUILayout.Button("↷ Bottom Right", GUILayout.Height(30)))
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{
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overlayObject.GetComponent<CompositionOverlay>().Position("Bottom Right");
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ToggleGrid(overlayObject);
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}
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GUILayout.EndHorizontal();
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GUILayout.Space(10);
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}
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private void DrawColorSection(GameObject overlayObject)
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{
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GUILayout.Label("Color", guiStyle);
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GUILayout.BeginHorizontal();
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if (GUILayout.Button("White", GUILayout.Height(20)))
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{
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overlayObject.GetComponent<CompositionOverlay>().InvertLineColor(false);
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ToggleGrid(overlayObject);
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}
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if (GUILayout.Button("Black", GUILayout.Height(20)))
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{
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overlayObject.GetComponent<CompositionOverlay>().InvertLineColor(true);
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ToggleGrid(overlayObject);
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}
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GUILayout.EndHorizontal();
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GUILayout.Space(10);
|
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}
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private void DrawOpacitySection(GameObject overlayObject)
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{
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GUILayout.Label("Opacity", guiStyle);
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var opacity = overlayObject.GetComponent<CompositionOverlay>().Opacity;
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opacity = EditorGUILayout.Slider(opacity, 0f, 1f);
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overlayObject.GetComponent<CompositionOverlay>().UpdateOpacity(opacity);
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ToggleGrid(overlayObject);
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GUILayout.Space(10);
|
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}
|
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private void DrawOverrideSection()
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{
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GUILayout.Label("Overrides", guiStyle);
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if (GUILayout.Button("Turn Off All Grids", GUILayout.Height(20)))
|
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{
|
||||||
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if (compositionObject != null)
|
||||||
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{
|
||||||
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foreach (Transform overlayObject in compositionObject.transform)
|
||||||
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{
|
||||||
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overlayObject.gameObject.GetComponent<CompositionOverlay>().Activate(false);
|
||||||
|
}
|
||||||
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}
|
||||||
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}
|
||||||
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GUILayout.Space(10);
|
||||||
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}
|
||||||
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||||||
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private void DrawCameraSection()
|
||||||
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{
|
||||||
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GUILayout.Label("Target Camera", guiStyle);
|
||||||
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targetCamera = (GameObject)EditorGUILayout.ObjectField(targetCamera, typeof(GameObject), true);
|
||||||
|
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||||||
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if (targetCamera == null)
|
||||||
|
{
|
||||||
|
EditorGUILayout.HelpBox("Select a target camera to adjust position & rotation.", MessageType.Info);
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
GUILayout.Space(10);
|
||||||
|
GUILayout.Label("Position", guiStyle);
|
||||||
|
Undo.RecordObject(targetCamera.transform, "Camera Position Change");
|
||||||
|
targetCamera.transform.position = EditorGUILayout.Vector3Field("", targetCamera.transform.position);
|
||||||
|
|
||||||
|
GUILayout.Label("Rotation", guiStyle);
|
||||||
|
Undo.RecordObject(targetCamera.transform, "Camera Rotation Change");
|
||||||
|
Vector3 rotationVector = EditorGUILayout.Vector3Field("", targetCamera.transform.rotation.eulerAngles);
|
||||||
|
targetCamera.transform.rotation = Quaternion.Euler(rotationVector);
|
||||||
|
|
||||||
|
GUILayout.Space(10);
|
||||||
|
GUILayout.BeginHorizontal();
|
||||||
|
|
||||||
|
if (GUILayout.Button("Align Camera With Scene View", GUILayout.Height(25)))
|
||||||
|
{
|
||||||
|
revertCameraPosition = targetCamera.transform.position;
|
||||||
|
revertCameraRotation = targetCamera.transform.rotation;
|
||||||
|
|
||||||
|
SceneView sceneView = SceneView.lastActiveSceneView;
|
||||||
|
targetCamera.transform.position = sceneView.camera.transform.position;
|
||||||
|
targetCamera.transform.rotation = sceneView.camera.transform.rotation;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (GUILayout.Button("Revert", GUILayout.Height(25)))
|
||||||
|
{
|
||||||
|
targetCamera.transform.position = revertCameraPosition;
|
||||||
|
targetCamera.transform.rotation = revertCameraRotation;
|
||||||
|
}
|
||||||
|
|
||||||
|
GUILayout.EndHorizontal();
|
||||||
|
}
|
||||||
|
|
||||||
|
private void ToggleGrid(GameObject overlayObject)
|
||||||
|
{
|
||||||
|
if (overlayObject.GetComponent<CompositionOverlay>().IsActive)
|
||||||
|
{
|
||||||
|
overlayObject.GetComponent<CompositionOverlay>().Activate(false);
|
||||||
|
overlayObject.GetComponent<CompositionOverlay>().Activate(true);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
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|
}
|
||||||
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Loading…
x
Reference in New Issue
Block a user