An easy to use Unity 3D library for creating illustrated Interactive Fiction games and more.
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.

200 lines
6.9 KiB

using System;
using System.Collections.Generic;
using UnityEngine;
#if UNITY_EDITOR
using UnityEditor;
#endif
namespace UnityStandardAssets.Utility
{
public class AutoMobileShaderSwitch : MonoBehaviour
{
[SerializeField] private ReplacementList m_ReplacementList;
// Use this for initialization
private void OnEnable()
{
#if UNITY_IPHONE || UNITY_ANDROID || UNITY_WP8 || UNITY_TIZEN
var renderers = FindObjectsOfType<Renderer>();
Debug.Log (renderers.Length+" renderers");
var oldMaterials = new List<Material>();
var newMaterials = new List<Material>();
int materialsReplaced = 0;
int materialInstancesReplaced = 0;
foreach(ReplacementDefinition replacementDef in m_ReplacementList.items)
{
foreach(var r in renderers)
{
Material[] modifiedMaterials = null;
for(int n=0; n<r.sharedMaterials.Length; ++n)
{
var material = r.sharedMaterials[n];
if (material.shader == replacementDef.original)
{
if (modifiedMaterials == null)
{
modifiedMaterials = r.materials;
}
if (!oldMaterials.Contains(material))
{
oldMaterials.Add(material);
Material newMaterial = (Material)Instantiate(material);
newMaterial.shader = replacementDef.replacement;
newMaterials.Add(newMaterial);
++materialsReplaced;
}
Debug.Log ("replacing "+r.gameObject.name+" renderer "+n+" with "+newMaterials[oldMaterials.IndexOf(material)].name);
modifiedMaterials[n] = newMaterials[oldMaterials.IndexOf(material)];
++materialInstancesReplaced;
}
}
if (modifiedMaterials != null)
{
r.materials = modifiedMaterials;
}
}
}
Debug.Log (materialInstancesReplaced+" material instances replaced");
Debug.Log (materialsReplaced+" materials replaced");
for(int n=0; n<oldMaterials.Count; ++n)
{
Debug.Log (oldMaterials[n].name+" ("+oldMaterials[n].shader.name+")"+" replaced with "+newMaterials[n].name+" ("+newMaterials[n].shader.name+")");
}
#endif
}
[Serializable]
public class ReplacementDefinition
{
public Shader original = null;
public Shader replacement = null;
}
[Serializable]
public class ReplacementList
{
public ReplacementDefinition[] items = new ReplacementDefinition[0];
}
}
}
namespace UnityStandardAssets.Utility.Inspector
{
#if UNITY_EDITOR
[CustomPropertyDrawer(typeof (AutoMobileShaderSwitch.ReplacementList))]
public class ReplacementListDrawer : PropertyDrawer
{
const float k_LineHeight = 18;
const float k_Spacing = 4;
public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
{
EditorGUI.BeginProperty(position, label, property);
float x = position.x;
float y = position.y;
float inspectorWidth = position.width;
// Don't make child fields be indented
var indent = EditorGUI.indentLevel;
EditorGUI.indentLevel = 0;
var items = property.FindPropertyRelative("items");
var titles = new string[] {"Original", "Replacement", ""};
var props = new string[] {"original", "replacement", "-"};
var widths = new float[] {.45f, .45f, .1f};
const float lineHeight = 18;
bool changedLength = false;
if (items.arraySize > 0)
{
for (int i = -1; i < items.arraySize; ++i)
{
var item = items.GetArrayElementAtIndex(i);
float rowX = x;
for (int n = 0; n < props.Length; ++n)
{
float w = widths[n]*inspectorWidth;
// Calculate rects
Rect rect = new Rect(rowX, y, w, lineHeight);
rowX += w;
if (i == -1)
{
// draw title labels
EditorGUI.LabelField(rect, titles[n]);
}
else
{
if (props[n] == "-" || props[n] == "^" || props[n] == "v")
{
if (GUI.Button(rect, props[n]))
{
switch (props[n])
{
case "-":
items.DeleteArrayElementAtIndex(i);
items.DeleteArrayElementAtIndex(i);
changedLength = true;
break;
case "v":
if (i > 0)
{
items.MoveArrayElement(i, i + 1);
}
break;
case "^":
if (i < items.arraySize - 1)
{
items.MoveArrayElement(i, i - 1);
}
break;
}
}
}
else
{
SerializedProperty prop = item.FindPropertyRelative(props[n]);
EditorGUI.PropertyField(rect, prop, GUIContent.none);
}
}
}
y += lineHeight + k_Spacing;
if (changedLength)
{
break;
}
}
}
// add button
var addButtonRect = new Rect((x + position.width) - widths[widths.Length - 1]*inspectorWidth, y,
widths[widths.Length - 1]*inspectorWidth, lineHeight);
if (GUI.Button(addButtonRect, "+"))
{
items.InsertArrayElementAtIndex(items.arraySize);
}
y += lineHeight + k_Spacing;
// Set indent back to what it was
EditorGUI.indentLevel = indent;
EditorGUI.EndProperty();
}
public override float GetPropertyHeight(SerializedProperty property, GUIContent label)
{
SerializedProperty items = property.FindPropertyRelative("items");
float lineAndSpace = k_LineHeight + k_Spacing;
return 40 + (items.arraySize*lineAndSpace) + lineAndSpace;
}
}
#endif
}