Aetheria/Assets/Allegorithmic/Plugins/Substance.EditorHelper/Scripter.cs
Reinier Vens f643f6cc8a New Inventory System + Overhaul
Removed universal GameContext references
Refactored GameContext: It's now only responsible for item management. As such it's now called ItemManager
GlobalData is gone, relevant settings are distributed amongst specialized settings classes
Entities are no longer database entries, references to them are now direct - Zone is reponsible for storing them in ZonePacks
Controller subtypes are now generic classes, class argument is task type
Inventory is now a 2D grid instead of a list
Entity temperature is now a 2D grid instead of a number
Item sizes are now arbitrary shapes instead of a number
Hardpoints are now arbitrary shapes instead
Equipped items have their own temperatures
Map view now displays sunlight colors
Integrated Allegorithmic Substance Plugin
Imported Djinni ship and assigned Substance materials
Removed Node Editor framework (might come back later but needs work to integrate with behavior system)
2020-12-10 23:20:38 +00:00

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No EOL
1.6 KiB
C#

using System;
using UnityEditor;
using UnityEngine;
using System.Runtime.InteropServices;
using System.IO;
using System.Reflection;
using System.Collections.Generic;
namespace Substance.EditorHelper
{
public class Scripter
{
public static void Hello()
{
Debug.Log("Scripter's Hello");
#if UNITY_2019_3_OR_NEWER
Debug.Log("UNITY_2019_3_OR_NEWER");
#endif
}
public static class UnityPipeline
{
// The active project context is in the 'Edit->Project Settings->Graphics->Scriptable Render Pipeline Settings' field.
public static bool IsHDRP()
{
#if UNITY_2019_3_OR_NEWER
bool bActive = false;
UnityEngine.Rendering.RenderPipelineAsset asset;
asset = UnityEngine.Rendering.GraphicsSettings.renderPipelineAsset;
if ((asset != null) &&
(asset.GetType().ToString().EndsWith(".HDRenderPipelineAsset")))
{
bActive = true;
}
return bActive;
#else
return false;
#endif
}
public static bool IsURP()
{
#if UNITY_2019_3_OR_NEWER
bool bActive = false;
UnityEngine.Rendering.RenderPipelineAsset asset;
asset = UnityEngine.Rendering.GraphicsSettings.renderPipelineAsset;
if ((asset != null) &&
(asset.GetType().ToString().EndsWith(".UniversalRenderPipelineAsset")))
{
bActive = true;
}
return bActive;
#else
return false;
#endif
}
}
}
}