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486 lines
17 KiB
486 lines
17 KiB
//----------------------------------------------------------------------- |
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// <summary> |
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// SfxrEditor implements a Unity window to generate sounds with usfxr |
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// using a more friendly GUI. |
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// </summary> |
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// <copyright file="SfxrGenerator.cs"> |
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// Copyright 2013 Tiaan Geldenhuys, 2014 Zeh Fernando |
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// |
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// Licensed under the Apache License, Version 2.0 (the "License"); |
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// you may not use this file except in compliance with the License. |
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// You may obtain a copy of the License at |
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// |
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// http://www.apache.org/licenses/LICENSE-2.0 |
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// |
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// Unless required by applicable law or agreed to in writing, software |
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// distributed under the License is distributed on an "AS IS" BASIS, |
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. |
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// See the License for the specific language governing permissions and |
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// limitations under the License. |
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// </copyright> |
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//----------------------------------------------------------------------- |
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using System; |
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using System.IO; |
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using UnityEditor; |
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using UnityEngine; |
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|
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/// <summary> |
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/// Implements a Unity window to generate sounds and their parameters with usfxr. |
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/// </summary> |
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/// <remarks> |
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/// Open the generator from the Window menu. You can then create a sound and |
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/// when you are ready, copy the equivalent parameters to the clipboard to be |
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/// used inside your game. |
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/// </remarks> |
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public class SfxrGenerator : EditorWindow { |
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|
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/// <summary> |
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/// Open the usfxr's sound-effects generator window. |
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/// </summary> |
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// Enums |
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public enum WaveType : uint { |
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Square = 0, |
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Sawtooth = 1, |
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Sine = 2, |
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Noise = 3, |
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Triangle = 4, |
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PinkNoise = 5, |
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Tan = 6, |
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Whistle = 7, |
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Breaker = 8 |
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} |
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// Properties |
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private Vector2 scrollPosition; // Position of the scroll window |
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private Vector2 scrollPositionRoot; |
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private SfxrParams soundParameters; |
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private string suggestedName; |
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private SfxrSynth synth; |
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// ================================================================================================================ |
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// PUBLIC INTERFACE ----------------------------------------------------------------------------------------------- |
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[MenuItem("Tools/Fungus/Utilities/Generate usfxr Sound Effects")] |
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public static void Initialize() { |
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var window = ScriptableObject.CreateInstance<SfxrGenerator>(); |
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window.title = window.name = "Sound Effects"; |
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window.Show(); |
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} |
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protected virtual void OnGUI() { |
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// Initializations |
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if (soundParameters == null) { |
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soundParameters = new SfxrParams(); |
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soundParameters.Randomize(); |
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} |
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if (synth == null) { |
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synth = new SfxrSynth(); |
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} |
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bool soundChanged = false; |
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// Begin UI |
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scrollPositionRoot = GUILayout.BeginScrollView(scrollPositionRoot); |
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GUILayout.BeginHorizontal(); |
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// Left column (generator buttons, copy & paste) |
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soundChanged = RenderLeftColumn(soundParameters) || soundChanged; |
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// Main settings column |
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soundChanged = RenderSettingsColumn(soundParameters) || soundChanged; |
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// Ends the UI |
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GUILayout.EndHorizontal(); |
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GUILayout.EndScrollView(); |
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// Play sound if necessary |
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if (soundChanged) { |
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synth.parameters.SetSettingsString(soundParameters.GetSettingsString()); |
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PlaySound(); |
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CreateWavePreview(); |
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} |
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} |
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public void PlaySound() { |
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// Just play the current sound |
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synth.Play(); |
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} |
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public void CreateWavePreview() { |
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// Creates an image with a preview of the wave |
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/* |
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// Create the texture and set its colour. |
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Texture2D blackTexture = new Texture2D(1,1); |
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blackTexture.SetPixel(0,0,Color.black); |
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blackTexture.Apply(); |
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... |
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// Use the texture. |
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GUI.DrawTexture(new Rect(0,0,Screen.width,Screen.height), blackTexture); |
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// Anti alias line: http://en.wikipedia.org/wiki/Xiaolin_Wu's_line_algorithm |
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*/ |
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} |
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public bool RenderLeftColumn(SfxrParams parameters) { |
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bool soundChanged = false; |
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// Begin generator column |
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GUILayout.BeginVertical("box", GUILayout.Width(110)); |
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GUILayout.Label("GENERATOR", EditorStyles.boldLabel); |
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GUILayout.Space(8); |
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if (GUILayout.Button("PICKUP/COIN")) { |
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suggestedName = "PickupCoin"; |
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parameters.GeneratePickupCoin(); |
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soundChanged = true; |
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} |
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if (GUILayout.Button("LASER/SHOOT")) { |
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suggestedName = "LaserShoot"; |
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parameters.GenerateLaserShoot(); |
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soundChanged = true; |
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} |
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if (GUILayout.Button("EXPLOSION")) { |
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suggestedName = "Explosion"; |
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parameters.GenerateExplosion(); |
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soundChanged = true; |
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} |
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if (GUILayout.Button("POWERUP")) { |
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suggestedName = "Powerup"; |
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parameters.GeneratePowerup(); |
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soundChanged = true; |
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} |
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if (GUILayout.Button("HIT/HURT")) { |
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suggestedName = "HitHurt"; |
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parameters.GenerateHitHurt(); |
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soundChanged = true; |
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} |
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if (GUILayout.Button("JUMP")) { |
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suggestedName = "Jump"; |
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parameters.GenerateJump(); |
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soundChanged = true; |
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} |
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if (GUILayout.Button("BLIP/SELECT")) { |
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suggestedName = "BlipSelect"; |
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parameters.GenerateBlipSelect(); |
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soundChanged = true; |
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} |
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GUILayout.Space(30); |
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if (GUILayout.Button("MUTATE")) { |
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parameters.Mutate(); |
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soundChanged = true; |
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} |
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if (GUILayout.Button("RANDOMIZE")) { |
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suggestedName = "Random"; |
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parameters.Randomize(); |
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soundChanged = true; |
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} |
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GUILayout.Space(30); |
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if (GUILayout.Button("COPY (OLD)")) { |
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EditorGUIUtility.systemCopyBuffer = parameters.GetSettingsStringLegacy(); |
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} |
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if (GUILayout.Button("COPY")) { |
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EditorGUIUtility.systemCopyBuffer = parameters.GetSettingsString(); |
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} |
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if (GUILayout.Button("PASTE")) { |
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suggestedName = null; |
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parameters.SetSettingsString(EditorGUIUtility.systemCopyBuffer); |
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soundChanged = true; |
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} |
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GUILayout.Space(30); |
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if (GUILayout.Button("PLAY SOUND")) { |
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PlaySound(); |
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} |
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GUILayout.Space(30); |
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if (GUILayout.Button("EXPORT WAV")) { |
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var path = EditorUtility.SaveFilePanel("Export as WAV", "", getSuggestedName() + ".wav", "wav"); |
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if (path.Length != 0) { |
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SfxrSynth synth = new SfxrSynth(); |
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synth.parameters.SetSettingsString(parameters.GetSettingsString()); |
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File.WriteAllBytes(path, synth.GetWavFile()); |
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} |
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} |
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// End generator column |
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GUILayout.FlexibleSpace(); |
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GUILayout.EndVertical(); |
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return soundChanged; |
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} |
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public bool RenderSettingsColumn(SfxrParams parameters) { |
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bool soundChanged = false; |
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// Begin manual settings column |
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GUILayout.BeginVertical("box"); |
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GUILayout.Label("MANUAL SETTINGS", EditorStyles.boldLabel); |
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GUILayout.Space(8); |
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scrollPosition = GUILayout.BeginScrollView(scrollPosition); |
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soundChanged = RenderParameters(soundParameters) || soundChanged; |
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GUILayout.EndScrollView(); |
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// End manual settings column |
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GUILayout.FlexibleSpace(); |
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GUILayout.EndVertical(); |
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return soundChanged; |
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} |
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/// <summary> |
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/// Renders the specified SFXR parameters in the editor. |
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/// </summary> |
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/// <param name="parameters">The current parameters to be rendered.</param> |
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/// <remarks> |
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/// This method is called automatically for the standalone editor window |
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/// when a game-object with parameters is selected. However, this public |
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/// method can also be called by CustomEditor implementations for specific |
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/// game-components to render the editor in the Inspector window |
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/// (see UnityEditor.Editor for details). Also, this method can be used |
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/// from PropertyDrawer implementations; future releases of the code may |
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/// include such a default drawer (once SfxrSynth and SfxrParams supports |
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/// native serialization for Unity). |
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/// </remarks> |
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public bool RenderParameters(SfxrParams parameters) { |
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bool soundChanged = false; |
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GUIStyle waveTypeStyle = new GUIStyle(EditorStyles.popup); |
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waveTypeStyle.fontSize = 12; |
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waveTypeStyle.fixedHeight = 22; |
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EditorGUI.BeginChangeCheck(); |
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try { |
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WaveType waveTypeAsEnum = (WaveType)parameters.waveType; |
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waveTypeAsEnum = (WaveType)EditorGUILayout.EnumPopup(new GUIContent("Wave Type", "Shape of the wave"), waveTypeAsEnum, waveTypeStyle); |
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parameters.waveType = (uint)waveTypeAsEnum; |
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GUILayout.Space(12); |
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//RenderPopup(waveTypeOptions, ((int)(parameters.waveType)), (value => parameters.waveType = ((uint)(value))), new GUIContent("Wave Type", "Shape of the wave")); |
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bool isSquareWaveType = (parameters.waveType == 0); |
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RenderSlider(+0, +1, parameters.masterVolume, (value => parameters.masterVolume = value), new GUIContent("Volume", "Overall volume of the sound (0 to 1)")); |
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RenderHeading("Wave Envelope"); |
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RenderSlider(+0, +1, parameters.attackTime, (value => parameters.attackTime = value), new GUIContent("Attack Time", "Length of the volume envelope attack (0 to 1)")); |
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RenderSlider(+0, +1, parameters.sustainTime, (value => parameters.sustainTime = value), new GUIContent("Sustain Time", "Length of the volume envelope sustain (0 to 1)")); |
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RenderSlider(+0, +1, parameters.sustainPunch, (value => parameters.sustainPunch = value), new GUIContent("Sustain Punch", "Tilts the sustain envelope for more 'pop' (0 to 1)")); |
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RenderSlider(+0, +1, parameters.decayTime, (value => parameters.decayTime = value), new GUIContent("Decay Time", "Length of the volume envelope decay (yes, I know it's called release) (0 to 1)")); |
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// BFXR |
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RenderSlider(+0, +1, parameters.compressionAmount, (value => parameters.compressionAmount = value), new GUIContent("Compression", "Pushes amplitudes together into a narrower range to make them stand out more. Very good for sound effects, where you want them to stick out against background music (0 to 1)")); |
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RenderHeading("Frequency"); |
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RenderSlider(+0, +1, parameters.startFrequency, (value => parameters.startFrequency = value), new GUIContent("Start Frequency", "Base note of the sound (0 to 1)")); |
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RenderSlider(+0, +1, parameters.minFrequency, (value => parameters.minFrequency = value), new GUIContent("Minimum Frequency", "If sliding, the sound will stop at this frequency, to prevent really low notes (0 to 1)")); |
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RenderSlider(-1, +1, parameters.slide, (value => parameters.slide = value), new GUIContent("Slide", "Slides the note up or down (-1 to 1)")); |
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RenderSlider(-1, +1, parameters.deltaSlide, (value => parameters.deltaSlide = value), new GUIContent("Delta Slide", "Accelerates the slide (-1 to 1)")); |
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RenderSlider(+0, +1, parameters.vibratoDepth, (value => parameters.vibratoDepth = value), new GUIContent("Vibrato Depth", "Strength of the vibrato effect (0 to 1)")); |
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RenderSlider(+0, +1, parameters.vibratoSpeed, (value => parameters.vibratoSpeed = value), new GUIContent("Vibrato Speed", "Speed of the vibrato effect (i.e. frequency) (0 to 1)")); |
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// BFXR |
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RenderSlider(+0, +1, parameters.overtones, (value => parameters.overtones = value), new GUIContent("Harmonics", "Overlays copies of the waveform with copies and multiples of its frequency. Good for bulking out or otherwise enriching the texture of the sounds (warning: this is the number 1 cause of usfxr slowdown!) (0 to 1)")); |
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RenderSlider(+0, +1, parameters.overtoneFalloff, (value => parameters.overtoneFalloff = value), new GUIContent("Harmonics falloff", "The rate at which higher overtones should decay (0 to 1)")); |
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RenderHeading("Tone Change/Pitch Jump"); |
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// BFXR |
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RenderSlider(+0, +1, parameters.changeRepeat, (value => parameters.changeRepeat = value), new GUIContent("Change Repeat Speed", "Larger Values means more pitch jumps, which can be useful for arpeggiation (0 to 1)")); |
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RenderSlider(-1, +1, parameters.changeAmount, (value => parameters.changeAmount = value), new GUIContent("Change Amount 1", "Shift in note, either up or down (-1 to 1)")); |
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RenderSlider(+0, +1, parameters.changeSpeed, (value => parameters.changeSpeed = value), new GUIContent("Change Speed 1", "How fast the note shift happens (only happens once) (0 to 1)")); |
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// BFXR |
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RenderSlider(-1, +1, parameters.changeAmount2, (value => parameters.changeAmount2 = value), new GUIContent("Change Amount 2", "Shift in note, either up or down (-1 to 1)")); |
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RenderSlider(+0, +1, parameters.changeSpeed2, (value => parameters.changeSpeed2 = value), new GUIContent("Change Speed 2", "How fast the note shift happens (only happens once) (0 to 1)")); |
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RenderHeading("Square Waves"); |
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RenderSlider(+0, +1, parameters.squareDuty, (value => parameters.squareDuty = value), new GUIContent("Square Duty", "Controls the ratio between the up and down states of the square wave, changing the tibre (0 to 1)"), isSquareWaveType); |
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RenderSlider(-1, +1, parameters.dutySweep, (value => parameters.dutySweep = value), new GUIContent("Duty Sweep", "Sweeps the duty up or down (-1 to 1)"), isSquareWaveType); |
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RenderHeading("Repeats"); |
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RenderSlider(+0, +1, parameters.repeatSpeed, (value => parameters.repeatSpeed = value), new GUIContent("Repeat Speed", "Speed of the note repeating - certain variables are reset each time (0 to 1)")); |
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RenderHeading("Phaser"); |
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RenderSlider(-1, +1, parameters.phaserOffset, (value => parameters.phaserOffset = value), new GUIContent("Phaser Offset", "Offsets a second copy of the wave by a small phase, changing the tibre (-1 to 1)")); |
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RenderSlider(-1, +1, parameters.phaserSweep, (value => parameters.phaserSweep = value), new GUIContent("Phaser Sweep", "Sweeps the phase up or down (-1 to 1)")); |
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RenderHeading("Filters"); |
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RenderSlider(+0, +1, parameters.lpFilterCutoff, (value => parameters.lpFilterCutoff = value), new GUIContent("Low-Pass Cutoff", "Frequency at which the low-pass filter starts attenuating higher frequencies (0 to 1)")); |
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RenderSlider(-1, +1, parameters.lpFilterCutoffSweep, (value => parameters.lpFilterCutoffSweep = value), new GUIContent("Low-Pass Cutoff Sweep", "Sweeps the low-pass cutoff up or down (-1 to 1)")); |
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RenderSlider(+0, +1, parameters.lpFilterResonance, (value => parameters.lpFilterResonance = value), new GUIContent("Low-Pass Resonance", "Changes the attenuation rate for the low-pass filter, changing the timbre (0 to 1)")); |
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RenderSlider(+0, +1, parameters.hpFilterCutoff, (value => parameters.hpFilterCutoff = value), new GUIContent("High-Pass Cutoff", "Frequency at which the high-pass filter starts attenuating lower frequencies (0 to 1)")); |
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RenderSlider(-1, +1, parameters.hpFilterCutoffSweep, (value => parameters.hpFilterCutoffSweep = value), new GUIContent("High-Pass Cutoff Sweep", "Sweeps the high-pass cutoff up or down (-1 to 1)")); |
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RenderHeading("Bit Crushing"); |
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// BFXR |
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RenderSlider(+0, +1, parameters.bitCrush, (value => parameters.bitCrush = value), new GUIContent("Bit Crush", "Resamples the audio at a lower frequency (0 to 1)")); |
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RenderSlider(-1, +1, parameters.bitCrushSweep, (value => parameters.bitCrushSweep = value), new GUIContent("Bit Crush Sweep", "Sweeps the Bit Crush filter up or down (-1 to 1)")); |
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} finally { |
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if (EditorGUI.EndChangeCheck()) { |
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parameters.paramsDirty = true; |
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soundChanged = true; |
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} |
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} |
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return soundChanged; |
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} |
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protected static void RenderHeading(string heading) { |
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EditorGUILayout.LabelField(heading, EditorStyles.boldLabel); |
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} |
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protected static bool RenderButton( |
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GUIContent content = null, |
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Action valueChangeAction = null, |
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bool? isEnabled = null, |
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params GUILayoutOption[] options) |
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{ |
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if (content == null) |
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{ |
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content = GUIContent.none; |
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} |
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bool isClicked = false; |
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return RenderGenericEditor( |
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ref isClicked, |
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() => GUILayout.Button(content, options), |
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valueChangeAction, |
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isEnabled); |
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} |
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protected static bool RenderButton( |
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string text, |
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Action valueChangeAction = null, |
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bool? isEnabled = null, |
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params GUILayoutOption[] options) |
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{ |
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return RenderButton( |
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new GUIContent(text), valueChangeAction, isEnabled, options); |
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} |
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protected static bool RenderPopup( |
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GUIContent[] selectionOptions, |
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int value, |
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Action<int> valueChangeAction = null, |
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GUIContent label = null, |
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bool? isEnabled = null) |
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{ |
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if (label == null) |
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{ |
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label = GUIContent.none; |
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} |
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return RenderGenericEditor( |
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ref value, |
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() => EditorGUILayout.Popup(label, value, selectionOptions), |
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valueChangeAction, |
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isEnabled); |
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} |
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protected static bool RenderSlider( |
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float minValue, |
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float maxValue, |
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float value, |
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Action<float> valueChangeAction = null, |
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GUIContent label = null, |
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bool? isEnabled = null) |
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{ |
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if (label == null) |
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{ |
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label = GUIContent.none; |
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} |
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return RenderGenericEditor( |
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ref value, |
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() => EditorGUILayout.Slider(label, value, minValue, maxValue), |
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valueChangeAction, |
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isEnabled); |
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} |
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private static bool RenderGenericEditor<T>( |
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ref T value, |
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Func<T> valueEditFunction, |
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Action<T> valueChangeAction = null, |
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bool? isEnabled = null) |
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{ |
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bool isChanged; |
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if (valueEditFunction == null) |
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{ |
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isChanged = false; |
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} |
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else |
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{ |
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bool? wasEnabled; |
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if (isEnabled.HasValue) |
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{ |
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wasEnabled = GUI.enabled; |
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GUI.enabled = isEnabled.Value; |
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} |
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else |
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{ |
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wasEnabled = null; |
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} |
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try |
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{ |
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EditorGUI.BeginChangeCheck(); |
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try |
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{ |
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value = valueEditFunction(); |
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} |
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finally |
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{ |
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isChanged = EditorGUI.EndChangeCheck(); |
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} |
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|
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if (isChanged |
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&& (valueChangeAction != null)) |
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{ |
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valueChangeAction(value); |
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} |
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} |
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finally |
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{ |
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if (wasEnabled.HasValue) |
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{ |
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GUI.enabled = wasEnabled.Value; |
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} |
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} |
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} |
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return isChanged; |
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} |
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|
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private static bool RenderGenericEditor<T>( |
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ref T value, |
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Func<T> valueEditFunction, |
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Action valueChangeAction, |
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bool? isEnabled = null) |
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{ |
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Action<T> valueChangeActionWrapped = null; |
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if (valueChangeAction != null) |
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{ |
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valueChangeActionWrapped = (dummyValue) => valueChangeAction(); |
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} |
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|
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return RenderGenericEditor( |
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ref value, valueEditFunction, valueChangeActionWrapped, isEnabled); |
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} |
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private string getSuggestedName() { |
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return suggestedName != null && suggestedName.Length > 0 ? suggestedName : "Audio"; |
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} |
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}
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