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)
61 lines
No EOL
2.1 KiB
C#
61 lines
No EOL
2.1 KiB
C#
#if UNITY_EDITOR
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//////////////////////////////////////////////////////////////////////
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//
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// Copyright (c) 2014 Audiokinetic Inc. / All Rights Reserved
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//
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//////////////////////////////////////////////////////////////////////
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[UnityEditor.CustomEditor(typeof(AkRoom))]
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public class AkRoomInspector : UnityEditor.Editor
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{
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private readonly AkUnityEventHandlerInspector m_PostEventHandlerInspector = new AkUnityEventHandlerInspector();
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private AkRoom m_AkRoom;
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private UnityEditor.SerializedProperty priority;
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private UnityEditor.SerializedProperty reverbAuxBus;
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private UnityEditor.SerializedProperty reverbLevel;
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private UnityEditor.SerializedProperty wallOcclusion;
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private UnityEditor.SerializedProperty roomToneEvent;
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private UnityEditor.SerializedProperty roomToneAuxSend;
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private void OnEnable()
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{
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m_PostEventHandlerInspector.Init(serializedObject, "triggerList", "Trigger On: ", false);
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m_AkRoom = target as AkRoom;
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reverbAuxBus = serializedObject.FindProperty("reverbAuxBus");
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reverbLevel = serializedObject.FindProperty("reverbLevel");
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wallOcclusion = serializedObject.FindProperty("wallOcclusion");
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priority = serializedObject.FindProperty("priority");
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roomToneEvent = serializedObject.FindProperty("roomToneEvent");
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roomToneAuxSend = serializedObject.FindProperty("roomToneAuxSend");
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}
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public override void OnInspectorGUI()
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{
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serializedObject.Update();
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using (new UnityEditor.EditorGUILayout.VerticalScope("box"))
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{
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UnityEditor.EditorGUILayout.PropertyField(reverbAuxBus);
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UnityEditor.EditorGUILayout.PropertyField(reverbLevel);
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UnityEditor.EditorGUILayout.PropertyField(wallOcclusion);
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UnityEditor.EditorGUILayout.PropertyField(priority);
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}
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UnityEditor.EditorGUILayout.LabelField("Room Tone", UnityEditor.EditorStyles.boldLabel);
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using (new UnityEditor.EditorGUILayout.VerticalScope("box"))
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{
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m_PostEventHandlerInspector.OnGUI();
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UnityEditor.EditorGUILayout.PropertyField(roomToneEvent);
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UnityEditor.EditorGUILayout.PropertyField(roomToneAuxSend);
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}
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AkRoomAwareObjectInspector.RigidbodyCheck(m_AkRoom.gameObject);
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serializedObject.ApplyModifiedProperties();
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}
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}
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#endif |