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MakeAwesome.cs
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MakeAwesome.cs
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/**************************
Author: Jonas Wirth
Date: 06.08.2016
Title: MakeAwesome();
Version: 0.3
**************************/
using UnityEngine;
using System.Collections;
using UnityStandardAssets.ImageEffects;
using UnityEditor;
using System;
using Assets.MakeAwesome.Src;
using System.Collections.Generic;
[ExecuteInEditMode]
public class MakeAwesome : MonoBehaviour
{
//Settings:
public MakeAwesome_SettingsModel settings = new MakeAwesome_SettingsModel();
//References
public GameObject Sun;
public Bloom bloom;
public CreaseShading creaseShading;
public Antialiasing antialising;
public VignetteAndChromaticAberration vignette;
public SunShafts sunShafts;
//Editor variables
public string fileName_Save = "";
private bool isSetup = false;
public bool disbaled = false;
public string[] loadFiles;
public int selectedFile = 0;
MakeAwesome_SaveLoad saveLoad = new MakeAwesome_SaveLoad();
void Update()
{
LoadSavedFiles();
}
public void LoadSavedFiles()
{
loadFiles = saveLoad.GetSaveFiles();
}
public void Apply()
{
if (isSetup)
{
UpdateValues();
UnityEditorInternal.InternalEditorUtility.RepaintAllViews();
}
else
{
Setup();
}
}
public void Setup()
{
//Get the Camera of the Parent object
Camera camera = gameObject.GetComponent<Camera>();
//Instantiates the Image Effects, only executed once
if (!camera.gameObject.GetComponent<Bloom>())
{
bloom = Undo.AddComponent<Bloom>(this.gameObject);
}
if (!camera.gameObject.GetComponent<CreaseShading>())
{
creaseShading = Undo.AddComponent<CreaseShading>(this.gameObject);
}
if (!camera.gameObject.GetComponent<VignetteAndChromaticAberration>())
{
vignette = Undo.AddComponent<VignetteAndChromaticAberration>(this.gameObject);
}
if (!camera.gameObject.GetComponent<SunShafts>())
{
sunShafts = Undo.AddComponent<SunShafts>(gameObject);
}
if (!camera.gameObject.GetComponent<Antialiasing>())
{
antialising = Undo.AddComponent<Antialiasing>(gameObject);
}
//Sets isSetup to true, so it wont be called again by the function Apply
isSetup = true;
UpdateValues();
}
public void UpdateValues()
{
if (Sun == null)
Debug.Log("Please assign your Directional Light to MakeAwesome as 'Sun' for best results.");
//Parameters
if (bloom != null)
{
bloom.bloomIntensity = settings.bloomIntensity * settings.globalIntensity;
bloom.enabled = settings._Bloom;
}
else
{
Setup();
}
if (creaseShading != null)
{
creaseShading.intensity = settings.creaseShadingIntensity * settings.globalIntensity;
creaseShading.enabled = settings._CreaseShading;
}
else
{
Setup();
}
if (vignette != null)
{
vignette.intensity = settings.vignetting;
vignette.enabled = settings._Vignette;
}
else
{
Setup();
}
if (sunShafts != null)
{
sunShafts.sunShaftIntensity = settings.sunShaftIntensity;
sunShafts.enabled = settings._SunShafts;
if (Sun != null)
{
sunShafts.sunColor = Sun.GetComponent<Light>().color;
sunShafts.sunTransform = Sun.transform;
}
}
else
{
Setup();
}
if (antialising != null)
{
antialising.enabled = settings._AntiAlising;
}
else
{
Setup();
}
}
public void DisableEnable()
{
disbaled = !disbaled;
bloom.enabled = !disbaled;
creaseShading.enabled = !disbaled;
antialising.enabled = !disbaled;
vignette.enabled = !disbaled;
sunShafts.enabled = !disbaled;
}
public void SaveSettings()
{
saveLoad.SaveSettings(settings, fileName_Save);
LoadSavedFiles();
}
public void LoadSettings()
{
settings = saveLoad.LoadSettings(loadFiles[selectedFile]);
fileName_Save = System.IO.Path.GetFileName(loadFiles[selectedFile]);
Apply();
}
public void RestoreDefault()
{
settings.globalIntensity = 1;
settings.bloomIntensity = 0.15f;
settings.creaseShadingIntensity = 0.2f;
settings.vignetting = 0.08f;
settings.sunShaftIntensity = 0.5f;
settings._Bloom = true;
settings._CreaseShading = true;
settings._AntiAlising = true;
settings._Vignette = true;
settings._SunShafts = true;
Apply();
}
}