摄像机区域的架构改动
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#if UNITY_EDITOR
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.UI;
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using UnityEditor;
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namespace SpriteShadersUltimate
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{
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[CustomEditor(typeof(MaterialInstancerSSU))]
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[CanEditMultipleObjects]
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public class MaterialInstancerSSUEditor : Editor
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{
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public override void OnInspectorGUI()
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{
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GUIStyle labelStyle = new GUIStyle(GUI.skin.label);
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labelStyle.richText = true;
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GUI.enabled = false;
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EditorGUILayout.PropertyField(serializedObject.FindProperty("runtimeMaterial"));
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GUI.enabled = true;
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EditorGUILayout.Space();
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EditorGUILayout.BeginVertical("Helpbox");
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GUI.color = new Color(1, 1, 1, 0.7f);
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EditorGUILayout.LabelField("Will <b>instantiate</b> materials at runtime.", labelStyle);
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EditorGUILayout.LabelField("Fixes shaders requiring a <b>unique material instance</b>.", labelStyle);
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GUI.color = Color.white;
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EditorGUILayout.EndVertical();
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//Check:
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MaterialInstancerSSU materialInstancer = (MaterialInstancerSSU)target;
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if(materialInstancer.GetComponent<Renderer>() == null && materialInstancer.GetComponent<Graphic>() == null)
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{
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EditorGUILayout.Space();
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GUI.color = Color.red;
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EditorGUILayout.BeginVertical("Helpbox");
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EditorGUILayout.LabelField("Requires a <b>UI Graphic</b> or <b>Renderer</b> with a material.", labelStyle);
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EditorGUILayout.EndVertical();
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GUI.color = Color.white;
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}
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else
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{
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EditorGUILayout.Space();
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GUI.color = Color.green;
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EditorGUILayout.BeginVertical("Helpbox");
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EditorGUILayout.LabelField("<b>Material</b> will be instanced on <b>Awake()</b>.", labelStyle);
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EditorGUILayout.EndVertical();
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GUI.color = Color.white;
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}
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}
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}
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}
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#endif
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