mirror of
https://github.com/originalnicodr/CinematicUnityExplorer.git
synced 2026-10-11 09:58:02 +08:00
Changed the lights config button to only show the inspector with the lights properties, and added a new option for the default freecam (so to be able to use the gameplay camera if you can't interact with the menu).
This commit is contained in:
1 parent
180139dcd2
commit
463fec38b2
5 files changed
+20
-9
No files matched your search
@@ -43,8 +43,7 @@ namespace UnityExplorer.UI.Panels
|
||||
ButtonRef inspectButton = UIFactory.CreateButton(UIRoot, "InspectButton", "Config");
|
||||
UIFactory.SetLayoutElement(inspectButton.GameObject, minWidth: 50, minHeight: 25, flexibleWidth: 9999);
|
||||
inspectButton.OnClick += () => InspectorManager.InspectWithFilters(light.GetComponent<Light>(), "Light",
|
||||
UnityExplorer.Inspectors.MemberFilter.Property |
|
||||
UnityExplorer.Inspectors.MemberFilter.Field
|
||||
UnityExplorer.Inspectors.MemberFilter.Property
|
||||
);
|
||||
|
||||
//Move to Camera
|
||||
|
||||
@@ -30,6 +30,7 @@ namespace UnityExplorer.Config
|
||||
public static ConfigElement<string> Reflection_Signature_Blacklist;
|
||||
public static ConfigElement<bool> Reflection_Hide_NativeInfoPtrs;
|
||||
|
||||
public static ConfigElement<bool> Default_Gameplay_Freecam;
|
||||
public static ConfigElement<KeyCode> Pause;
|
||||
public static ConfigElement<KeyCode> Frameskip;
|
||||
public static ConfigElement<KeyCode> Screenshot;
|
||||
@@ -179,6 +180,10 @@ namespace UnityExplorer.Config
|
||||
"For example, this will hide 'Class.NativeFieldInfoPtr_value' for the field 'Class.value'.",
|
||||
false);
|
||||
|
||||
Default_Gameplay_Freecam = new("Default Gameplay Freecam",
|
||||
"Turn this on if you want the default gameplay freecam toggle on the Freecam panel to be on on startup.",
|
||||
false);
|
||||
|
||||
Pause = new("Pause",
|
||||
"Toggle the pause of the game.",
|
||||
KeyCode.PageUp);
|
||||
|
||||
@@ -276,9 +276,12 @@ namespace UnityExplorer.UI.Panels
|
||||
Quaternion arrowRot = lookaheadPoints[i].rotation;
|
||||
if (followObject != null && FreeCamPanel.followRotationToggle.isOn) arrowRot = followObject.transform.rotation * arrowRot;
|
||||
|
||||
// We could expose the color of the arrow to a setting
|
||||
GameObject arrow = ArrowGenerator.CreateArrow(arrowPos, arrowRot, Color.green);
|
||||
arrow.transform.SetParent(pathVisualizer.transform, true);
|
||||
try {
|
||||
// We could expose the color of the arrow to a setting
|
||||
GameObject arrow = ArrowGenerator.CreateArrow(arrowPos, arrowRot, Color.green);
|
||||
arrow.transform.SetParent(pathVisualizer.transform, true);
|
||||
}
|
||||
catch { ExplorerCore.LogWarning("Couldn't create campath visualizer."); }
|
||||
n = 0;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -270,7 +270,7 @@ namespace UnityExplorer.UI.Panels
|
||||
GameObject toggleObj = UIFactory.CreateToggle(ContentRoot, "UseGameCameraToggle", out useGameCameraToggle, out Text useGameCameraText);
|
||||
UIFactory.SetLayoutElement(toggleObj, minHeight: 25, flexibleWidth: 9999);
|
||||
useGameCameraToggle.onValueChanged.AddListener(OnUseGameCameraToggled);
|
||||
useGameCameraToggle.isOn = false;
|
||||
useGameCameraToggle.isOn = ConfigManager.Default_Gameplay_Freecam.Value;
|
||||
useGameCameraText.text = "Use Game Camera?";
|
||||
|
||||
AddSpacer(5);
|
||||
@@ -499,6 +499,7 @@ namespace UnityExplorer.UI.Panels
|
||||
|
||||
void OnUseGameCameraToggled(bool value)
|
||||
{
|
||||
// TODO: Change the value on ConfigManager.Default_Gameplay_Freecam and save it
|
||||
EventSystemHelper.SetSelectedGameObject(null);
|
||||
|
||||
if (!inFreeCamMode)
|
||||
|
||||
@@ -158,9 +158,12 @@ namespace UnityExplorer.UI.Panels
|
||||
switch(requestedType){
|
||||
case LightType.Spot:
|
||||
lightComponent.range = 10;
|
||||
GameObject arrow = ArrowGenerator.CreateArrow(Vector3.zero, Quaternion.identity, lightComponent.color);
|
||||
arrow.SetActive(false);
|
||||
arrow.transform.SetParent(obj.transform, true);
|
||||
try {
|
||||
GameObject arrow = ArrowGenerator.CreateArrow(Vector3.zero, Quaternion.identity, lightComponent.color);
|
||||
arrow.SetActive(false);
|
||||
arrow.transform.SetParent(obj.transform, true);
|
||||
}
|
||||
catch { ExplorerCore.LogWarning("Couldn't create spotlight visualizer."); }
|
||||
break;
|
||||
case LightType.Point:
|
||||
GameObject sphere = GameObject.CreatePrimitive(PrimitiveType.Sphere);
|
||||
|
||||
Reference in new issue
Block a user