Aetheria/Assets/Wwise/Editor/WwiseComponents/AkRoomInspector.cs
Reinier Vens db8c3c7779 Initial Wwise Integration
Created wwise project
Integrated inventory UI sounds
Improved projectile weapon behavior (randomized start position, stopped them from self-destructing at target range when airburst is disabled)
2021-02-27 20:53:36 +00:00

61 lines
No EOL
2.1 KiB
C#

#if UNITY_EDITOR
//////////////////////////////////////////////////////////////////////
//
// Copyright (c) 2014 Audiokinetic Inc. / All Rights Reserved
//
//////////////////////////////////////////////////////////////////////
[UnityEditor.CustomEditor(typeof(AkRoom))]
public class AkRoomInspector : UnityEditor.Editor
{
private readonly AkUnityEventHandlerInspector m_PostEventHandlerInspector = new AkUnityEventHandlerInspector();
private AkRoom m_AkRoom;
private UnityEditor.SerializedProperty priority;
private UnityEditor.SerializedProperty reverbAuxBus;
private UnityEditor.SerializedProperty reverbLevel;
private UnityEditor.SerializedProperty wallOcclusion;
private UnityEditor.SerializedProperty roomToneEvent;
private UnityEditor.SerializedProperty roomToneAuxSend;
private void OnEnable()
{
m_PostEventHandlerInspector.Init(serializedObject, "triggerList", "Trigger On: ", false);
m_AkRoom = target as AkRoom;
reverbAuxBus = serializedObject.FindProperty("reverbAuxBus");
reverbLevel = serializedObject.FindProperty("reverbLevel");
wallOcclusion = serializedObject.FindProperty("wallOcclusion");
priority = serializedObject.FindProperty("priority");
roomToneEvent = serializedObject.FindProperty("roomToneEvent");
roomToneAuxSend = serializedObject.FindProperty("roomToneAuxSend");
}
public override void OnInspectorGUI()
{
serializedObject.Update();
using (new UnityEditor.EditorGUILayout.VerticalScope("box"))
{
UnityEditor.EditorGUILayout.PropertyField(reverbAuxBus);
UnityEditor.EditorGUILayout.PropertyField(reverbLevel);
UnityEditor.EditorGUILayout.PropertyField(wallOcclusion);
UnityEditor.EditorGUILayout.PropertyField(priority);
}
UnityEditor.EditorGUILayout.LabelField("Room Tone", UnityEditor.EditorStyles.boldLabel);
using (new UnityEditor.EditorGUILayout.VerticalScope("box"))
{
m_PostEventHandlerInspector.OnGUI();
UnityEditor.EditorGUILayout.PropertyField(roomToneEvent);
UnityEditor.EditorGUILayout.PropertyField(roomToneAuxSend);
}
AkRoomAwareObjectInspector.RigidbodyCheck(m_AkRoom.gameObject);
serializedObject.ApplyModifiedProperties();
}
}
#endif