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120 lines
4.0 KiB
C#
120 lines
4.0 KiB
C#
1 week ago
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using System;
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using UnityEngine;
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using UnityEditor;
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using UnityEngine.Rendering;
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namespace Unity.BossRoom.Editor
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{
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/// <summary>
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/// This is a script that creates a menu for baking lights (and changing other lighting features) for Boss Room.
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/// </summary>
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public abstract class BakingMenu
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{
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static void HandleEnvLights(bool realtimeLightsEnabled, bool bakedLightsEnabled, string lightingStatus)
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{
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var bakedLights = GameObject.FindGameObjectsWithTag("LightingBaked");
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var realtimeLights = GameObject.FindGameObjectsWithTag("LightingRealtime");
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foreach (var index in bakedLights)
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{
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index.GetComponent<Light>().enabled = bakedLightsEnabled;
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}
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foreach (var index in realtimeLights)
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{
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index.GetComponent<Light>().enabled = realtimeLightsEnabled;
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}
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Debug.Log("Environment lights set to " + lightingStatus + ": " + realtimeLights.Length);
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}
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static void HandleLightProbes(bool lightProbesEnabled, string lightProbesStatus)
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{
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var lightProbes = GameObject.FindGameObjectsWithTag("LightingProbes");
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if (lightProbes == null || lightProbes.Length == 0)
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{
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Debug.Log("No light probes found in scene");
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}
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else
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{
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foreach (var index in lightProbes)
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{
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index.GetComponent<LightProbeGroup>().enabled = lightProbesEnabled;
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Debug.Log("Light probes " + lightProbesStatus);
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}
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}
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}
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static void HandleReflectionProbes(ReflectionProbeMode reflectionProbeMode, string refProbesStatus)
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{
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var reflectionProbes = GameObject.FindGameObjectsWithTag("LightingReflectionProbe");
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if (reflectionProbes == null || reflectionProbes.Length == 0)
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{
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Debug.Log("No reflection probes found in scene");
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}
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else
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{
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foreach (var index in reflectionProbes)
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{
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index.GetComponent<ReflectionProbe>().mode = reflectionProbeMode;
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Debug.Log("Reflection probes set to " + refProbesStatus);
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}
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}
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}
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[MenuItem("Boss Room/Lighting Setup/Environment Lights/Baked")]
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static void SetEnvLightsBaked()
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{
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HandleEnvLights(false, true, "Baked");
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}
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[MenuItem("Boss Room/Lighting Setup/Environment Lights/Realtime (except area lights)")]
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static void SetEnvLightsRealtime()
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{
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HandleEnvLights(true, false, "Realtime");
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}
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[MenuItem("Boss Room/Lighting Setup/Light Probes/Enabled")]
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static void SetLightProbesEnabled()
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{
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HandleLightProbes(true, "enabled");
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}
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[MenuItem("Boss Room/Lighting Setup/Light Probes/Disabled")]
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static void SetLightProbesDisabled()
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{
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HandleLightProbes(false, "disabled");
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}
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[MenuItem("Boss Room/Lighting Setup/Reflection Probes/Baked")]
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static void SetRefProbesBaked()
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{
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HandleReflectionProbes(ReflectionProbeMode.Baked, "baked");
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}
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[MenuItem("Boss Room/Lighting Setup/Reflection Probes/Realtime")]
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static void SetRefProbesRealtime()
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{
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HandleReflectionProbes(ReflectionProbeMode.Realtime, "realtime");
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}
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[MenuItem("Boss Room/Lighting Setup/All Baked")]
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static void AllBaked()
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{
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SetEnvLightsBaked();
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SetRefProbesBaked();
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Debug.Log("All lights and reflection probes in scene set to Baked");
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}
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[MenuItem("Boss Room/Lighting Setup/All Realtime (except area lights)")]
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static void AllRealtime()
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{
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SetEnvLightsRealtime();
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SetRefProbesRealtime();
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Debug.Log("All lights (except for area lights) and reflection probes in scene set to Realtime");
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}
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}
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}
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