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50 lines
2.1 KiB
C#

using System;
using UnityEditor;
using UnityEngine;
namespace FluffyGroomingTool {
[Serializable]
public class PainterClumpMaskUI {
private GUIStyle buttonStyle;
private GUIStyle helpStyle;
public void drawClumpMaskUI(PainterBrushTypeUI brushMenu, FurCreator furCreator) {
int type = furCreator.getPainterProperties().type;
if (type == (int) PaintType.CLUMPING_MASK) {
if (buttonStyle == null) {
buttonStyle = PainterLayersUI.createButtonStyle("bg_button", "bg_button_hover");
buttonStyle.alignment = TextAnchor.MiddleCenter;
}
GUILayout.BeginVertical(brushMenu.BrushDetailsStyle);
if (!furCreator.groomContainer.getActiveLayer().hasClumpLayer()) {
if (helpStyle == null) helpStyle = BrushPropertiesUI.getHelpTextStyle();
EditorGUILayout.LabelField("The Clump Mask tool requires that the active layer has a Clump Modifier.\r\n" +
"Would you like to add one to the active layer?", helpStyle);
EditorGUILayout.Space(7);
if (GUILayout.Button(
new GUIContent("Add Clump Modifier", "Adds a clump modifier. This feature works best when using strand based rendering."),
buttonStyle)) {
furCreator.addClump();
}
}
else {
furCreator.getPainterProperties().clumpMaskIntensity =
furCreator.groomContainer.undoSlider("Clump Intensity:",
furCreator.getPainterProperties().clumpMaskIntensity);
EditorGUILayout.Space(7);
if (GUILayout.Button(new GUIContent("Flood", "This will set the intensity to all strands in the layer."), buttonStyle)) {
furCreator.flood();
}
}
GUILayout.EndVertical();
}
}
}
}