UnityEngine.GUILayout.Label(UnityEngine.GUIContent, UnityEngine.GUIStyle, params UnityEngine.GUILayoutOption[])

Here are the examples of the csharp api UnityEngine.GUILayout.Label(UnityEngine.GUIContent, UnityEngine.GUIStyle, params UnityEngine.GUILayoutOption[]) taken from open source projects. By voting up you can indicate which examples are most useful and appropriate.

783 Examples 7

19 Source : ColorCorrectionCurvesEditor.cs
with Apache License 2.0
from 365082218

public override void OnInspectorGUI () {
            serObj.Update ();

            GUILayout.Label ("Use curves to tweak RGB channel colors", EditorStyles.miniBoldLabel);

            saturation.floatValue = EditorGUILayout.Slider( "Saturation", saturation.floatValue, 0.0f, 5.0f);

            EditorGUILayout.PropertyField (mode, new GUIContent ("Mode"));
            EditorGUILayout.Separator ();

            BeginCurves ();

            CurveGui (" Red", redChannel, Color.red);
            CurveGui (" Green", greenChannel, Color.green);
            CurveGui (" Blue", blueChannel, Color.blue);

            EditorGUILayout.Separator ();

            if (mode.intValue > 0)
                useDepthCorrection.boolValue = true;
            else
                useDepthCorrection.boolValue = false;

            if (useDepthCorrection.boolValue) {
                CurveGui (" Red (depth)", depthRedChannel, Color.red);
                CurveGui (" Green (depth)", depthGreenChannel, Color.green);
                CurveGui (" Blue (depth)", depthBlueChannel, Color.blue);
                EditorGUILayout.Separator ();
                CurveGui (" Blend Curve", zCurveChannel, Color.grey);
            }

            EditorGUILayout.Separator ();
            EditorGUILayout.PropertyField (selectiveCc, new GUIContent ("Selective"));
            if (selectiveCc.boolValue) {
                EditorGUILayout.PropertyField (selectiveFromColor, new GUIContent (" Key"));
                EditorGUILayout.PropertyField (selectiveToColor, new GUIContent (" Target"));
            }


            ApplyCurves ();

            if (!applyCurveChanges)
                serObj.ApplyModifiedProperties ();
        }

19 Source : DepthOfFieldEditor.cs
with Apache License 2.0
from 365082218

public override void OnInspectorGUI()
        {
            serObj.Update();

            UpdateAnimBoolTargets();

            EditorGUILayout.LabelField("Simulates camera lens defocus", EditorStyles.miniLabel);

            GUILayout.Label("Focal Settings");
            EditorGUILayout.PropertyField(visualizeFocus, new GUIContent(" Visualize"));
            EditorGUILayout.PropertyField(focalTransform, new GUIContent(" Focus on Transform"));

            if (EditorGUILayout.BeginFadeGroup(showFocalDistance.faded))
            {
                EditorGUILayout.PropertyField(focalLength, new GUIContent(" Focal Distance"));
            }
            EditorGUILayout.EndFadeGroup();

            EditorGUILayout.Slider(focalSize, 0.0f, 2.0f, new GUIContent(" Focal Size"));
            EditorGUILayout.Slider(aperture, 0.0f, 1.0f, new GUIContent(" Aperture"));

            EditorGUILayout.Separator();

            EditorGUILayout.PropertyField(blurType, new GUIContent("Defocus Type"));

            if (!(target as DepthOfField).Dx11Support() && blurType.enumValueIndex > 0)
            {
                EditorGUILayout.HelpBox("DX11 mode not supported (need shader model 5)", MessageType.Info);
            }

            if (EditorGUILayout.BeginFadeGroup(showDiscBlurSettings.faded))
            {
                EditorGUILayout.PropertyField(blurSampleCount, new GUIContent(" Sample Count"));
            }
            EditorGUILayout.EndFadeGroup();

            EditorGUILayout.Slider(maxBlurSize, 0.1f, 2.0f, new GUIContent(" Max Blur Distance"));
            EditorGUILayout.PropertyField(highResolution, new GUIContent(" High Resolution"));

            EditorGUILayout.Separator();

            EditorGUILayout.PropertyField(nearBlur, new GUIContent("Near Blur"));
            if (EditorGUILayout.BeginFadeGroup(showNearBlurOverlapSize.faded))
            {
                EditorGUILayout.Slider(foregroundOverlap, 0.1f, 2.0f, new GUIContent("  Overlap Size"));
            }
            EditorGUILayout.EndFadeGroup();

            EditorGUILayout.Separator();

            if (EditorGUILayout.BeginFadeGroup(showDX11BlurSettings.faded))
            {
                GUILayout.Label("DX11 Bokeh Settings");
                EditorGUILayout.PropertyField(dx11BokehTexture, new GUIContent(" Bokeh Texture"));
                EditorGUILayout.Slider(dx11BokehScale, 0.0f, 50.0f, new GUIContent(" Bokeh Scale"));
                EditorGUILayout.Slider(dx11BokehIntensity, 0.0f, 100.0f, new GUIContent(" Bokeh Intensity"));
                EditorGUILayout.Slider(dx11BokehThreshold, 0.0f, 1.0f, new GUIContent(" Min Luminance"));
                EditorGUILayout.Slider(dx11SpawnHeuristic, 0.01f, 1.0f, new GUIContent(" Spawn Heuristic"));
            }
            EditorGUILayout.EndFadeGroup();

            serObj.ApplyModifiedProperties();
        }

19 Source : DepthOfFieldDeprecatedEditor.cs
with Apache License 2.0
from 365082218

public override void OnInspectorGUI () {
            serObj.Update ();

            GameObject go = (target as DepthOfFieldDeprecated).gameObject;

            if (!go)
                return;

            if (!go.GetComponent<Camera>())
                return;

            if (simpleTweakMode.boolValue)
                GUILayout.Label ("Current: "+go.GetComponent<Camera>().name+", near "+go.GetComponent<Camera>().nearClipPlane+", far: "+go.GetComponent<Camera>().farClipPlane+", focal: "+focalPoint.floatValue, EditorStyles.miniBoldLabel);
            else
                GUILayout.Label ("Current: "+go.GetComponent<Camera>().name+", near "+go.GetComponent<Camera>().nearClipPlane+", far: "+go.GetComponent<Camera>().farClipPlane+", focal: "+focalZDistance.floatValue, EditorStyles.miniBoldLabel);

            EditorGUILayout.PropertyField (resolution, new GUIContent("Resolution"));
            EditorGUILayout.PropertyField (quality, new GUIContent("Quality"));

            EditorGUILayout.PropertyField (simpleTweakMode, new GUIContent("Simple tweak"));
            EditorGUILayout.PropertyField (visualizeCoc, new GUIContent("Visualize focus"));
            EditorGUILayout.PropertyField (bokeh, new GUIContent("Enable bokeh"));


            EditorGUILayout.Separator ();

            GUILayout.Label ("Focal Settings", EditorStyles.boldLabel);

            if (simpleTweakMode.boolValue) {
                focalPoint.floatValue = EditorGUILayout.Slider ("Focal distance", focalPoint.floatValue, go.GetComponent<Camera>().nearClipPlane, go.GetComponent<Camera>().farClipPlane);
                EditorGUILayout.PropertyField (objectFocus, new GUIContent("Transform"));
                EditorGUILayout.PropertyField (smoothness, new GUIContent("Smoothness"));
                focalSize.floatValue = EditorGUILayout.Slider ("Focal size", focalSize.floatValue, 0.0f, (go.GetComponent<Camera>().farClipPlane - go.GetComponent<Camera>().nearClipPlane));
            }
            else {
                focalZDistance.floatValue = EditorGUILayout.Slider ("Distance", focalZDistance.floatValue, go.GetComponent<Camera>().nearClipPlane, go.GetComponent<Camera>().farClipPlane);
                EditorGUILayout.PropertyField (objectFocus, new GUIContent("Transform"));
                focalSize.floatValue = EditorGUILayout.Slider ("Size", focalSize.floatValue, 0.0f, (go.GetComponent<Camera>().farClipPlane - go.GetComponent<Camera>().nearClipPlane));
                focalStartCurve.floatValue = EditorGUILayout.Slider ("Start curve", focalStartCurve.floatValue, 0.05f, 20.0f);
                focalEndCurve.floatValue = EditorGUILayout.Slider ("End curve", focalEndCurve.floatValue, 0.05f, 20.0f);
            }

            EditorGUILayout.Separator ();

            GUILayout.Label ("Blur (Fore- and Background)", EditorStyles.boldLabel);
            EditorGUILayout.PropertyField (bluriness, new GUIContent("Blurriness"));
            EditorGUILayout.PropertyField (maxBlurSpread, new GUIContent("Blur spread"));

            if (quality.enumValueIndex > 0) {
                EditorGUILayout.PropertyField (foregroundBlurExtrude, new GUIContent("Foreground size"));
            }

            EditorGUILayout.Separator ();

            if (bokeh.boolValue) {
                EditorGUILayout.Separator ();
                GUILayout.Label ("Bokeh Settings", EditorStyles.boldLabel);
                EditorGUILayout.PropertyField (bokehDestination, new GUIContent("Destination"));
                bokehIntensity.floatValue = EditorGUILayout.Slider ("Intensity", bokehIntensity.floatValue, 0.0f, 1.0f);
                bokehThresholdLuminance.floatValue = EditorGUILayout.Slider ("Min luminance", bokehThresholdLuminance.floatValue, 0.0f, 0.99f);
                bokehThresholdContrast.floatValue = EditorGUILayout.Slider ("Min contrast", bokehThresholdContrast.floatValue, 0.0f, 0.25f);
                bokehDownsample.intValue = EditorGUILayout.IntSlider ("Downsample", bokehDownsample.intValue, 1, 3);
                bokehScale.floatValue = EditorGUILayout.Slider ("Size scale", bokehScale.floatValue, 0.0f, 20.0f);
                EditorGUILayout.PropertyField (bokehTexture , new GUIContent("Texture mask"));
            }

            serObj.ApplyModifiedProperties();
        }

19 Source : CheckResources.cs
with Apache License 2.0
from 365082218

void OnGUI ()
		{
				if (GUILayout.Button ("Refresh"))
						CheckResources ();
				GUILayout.BeginHorizontal ();
				GUILayout.Label ("Materials " + ActiveMaterials.Count);
				GUILayout.Label ("Textures " + ActiveTextures.Count + " - " + FormatSizeString (TotalTextureMemory));
				GUILayout.Label ("Meshes " + ActiveMeshDetails.Count + " - " + TotalMeshVertices + " verts");
				GUILayout.EndHorizontal ();
				ActiveInspectType = (InspectType)GUILayout.Toolbar ((int)ActiveInspectType, inspectToolbarStrings);
		
				ctrlPressed = Event.current.control || Event.current.command;
		
				switch (ActiveInspectType) {
				case InspectType.Textures:
						ListTextures ();
						break;
				case InspectType.Materials:
						ListMaterials ();
						break;
				case InspectType.Meshes:
						ListMeshes ();
						break;	
			
			
				}
		}

19 Source : MemoryProfilerWindow.cs
with Apache License 2.0
from 365082218

void OnGUI(){
			var svrGo = GameObject.FindObjectOfType<LuaSvrGameObject>();
			if(svrGo == null){
				GUILayout.Label("There is no LuaSvrGameObject in you scene. Run your game first");
				return;
			}
			if(GUILayout.Button("Capture")){
				System.GC.Collect ();
				LuaDLL.lua_gc(svrGo.state.L, LuaGCOptions.LUA_GCCOLLECT, 0);
				_destroyedObjectNames = ObjectCache.GetAlreadyDestroyedObjectNames();
				_allObjectNames = ObjectCache.GetAllManagedObjectNames();
				cachedDelegateCount = LuaState.main.cachedDelegateCount;
			}

			GUILayout.Label ("LuaDelegate count:" + cachedDelegateCount);
			_showDestroyedObject = EditorGUILayout.Foldout(_showDestroyedObject,"Already Destroyed Unity Object:"+_destroyedObjectNames.Count);
			if(_showDestroyedObject){
				_scrollPos = GUILayout.BeginScrollView(_scrollPos);
				foreach(var name in _destroyedObjectNames){
					GUILayout.Label(name);
				}
				GUILayout.EndScrollView();
			}

			_showAllObject = EditorGUILayout.Foldout(_showAllObject,"All Managed C# Object:"+_allObjectNames.Count);

			if(_showAllObject){
				_scrollPos2 = GUILayout.BeginScrollView(_scrollPos2);
				foreach(var name in _allObjectNames){
					GUILayout.Label(name);
				}
				GUILayout.EndScrollView();
			}



		}

19 Source : LuaConsole.cs
with Apache License 2.0
from 365082218

void OnGUI()
        {
            if (!initedStyle)
            {
                GUIStyle entryInfoTyle = "CN EntryInfo";
                textAreaStyle.richText = true;
                textAreaStyle.normal.textColor = entryInfoTyle.normal.textColor;
                initedStyle = true;
            }


            string[] statehints = new string[LuaState.statemap.Count];
            LuaState[] states = new LuaState[LuaState.statemap.Count];
            int n = 0;
            foreach(var k in LuaState.statemap.Values) {
                states[n] = k;
                statehints[n++] = k.Name;
            }

            stateIndex = EditorGUILayout.Popup(stateIndex,statehints);

            LuaState l = null;
            if (stateIndex >= 0 && stateIndex <states.Length)
				l = states[stateIndex];

            if (current != null && current != l)
            {
                current.logDelegate -= AddLog;
                current.errorDelegate -= AddError;
            }

            if(current!=l && l!=null) {
				l.logDelegate += AddLog;
				l.errorDelegate += AddError;
				current = l;
            }




            //Output Text Area
			scrollPosition = GUILayout.BeginScrollView(scrollPosition, GUILayout.Width(Screen.width), GUILayout.ExpandHeight(true));
			EditorGUILayout.TextArea(outputText, textAreaStyle, GUILayout.ExpandHeight(true));
            GUILayout.EndScrollView();

            //Filter Option Toggles
            GUILayout.BeginHorizontal();
            bool oldToggleLog = toggleLog;
            bool oldToggleErr = toggleErr;
            toggleLog = GUILayout.Toggle(oldToggleLog, "log", GUILayout.ExpandWidth(false));
            toggleErr = GUILayout.Toggle(oldToggleErr, "error", GUILayout.ExpandWidth(false));

            //Filter Input Field
            GUILayout.Space(10f);
            GUILayout.Label("filter:", GUILayout.ExpandWidth(false));
            string oldFilterPattern = filterText;
            filterText = GUILayout.TextField(oldFilterPattern, GUILayout.Width(200f));

            //Menu Buttons
            if (GUILayout.Button("clear", GUILayout.ExpandWidth(false)))
            {
                recordList.Clear();
                ConsoleFlush();
            }
            GUILayout.EndHorizontal();

            if (toggleLog != oldToggleLog || toggleErr != oldToggleErr || filterText != oldFilterPattern)
            {
                ConsoleFlush();
            }

            if (Event.current.type == EventType.Repaint)
            {
                inputAreaPosY = GUILayoutUtility.GetLastRect().yMax;
            }

            //Drag Spliter
            ResizeScrollView();

            //Input Area
            GUI.SetNextControlName("Input");
            inputText = EditorGUILayout.TextField(inputText, GUILayout.Height(inputAreaHeight));

            if (Event.current.isKey && Event.current.type == EventType.KeyUp)
            {
                bool refresh = false;
                if (Event.current.keyCode == KeyCode.Return)
                {
                    if (inputText != "")
                    {
                        if (history.Count == 0 || history[history.Count - 1] != inputText)
                        {
                            history.Add(inputText);
                        }
                        AddLog(inputText);
                        DoCommand(inputText);
                        inputText = "";
                        refresh = true;
                        historyIndex = history.Count;
                    }
                }
                else if (Event.current.keyCode == KeyCode.UpArrow)
                {
                    if (history.Count > 0)
                    {
                        historyIndex = historyIndex - 1;
                        if (historyIndex < 0)
                        {
                            historyIndex = 0;
                        }
                        else
                        {
                            inputText = history[historyIndex];
                            refresh = true;
                        }
                    }
                }
                else if (Event.current.keyCode == KeyCode.DownArrow)
                {
                    if (history.Count > 0)
                    {
                        historyIndex = historyIndex + 1;
                        if (historyIndex > history.Count - 1)
                        {
                            historyIndex = history.Count - 1;
                        }
                        else
                        {
                            inputText = history[historyIndex];
                            refresh = true;
                        }
                    }
                }

                if (refresh)
                {
                    Repaint();
                    EditorGUIUtility.editingTextField = false;
                    GUI.FocusControl("Input");
                }
            }
        }

19 Source : UIAtlasInspector.cs
with Apache License 2.0
from 365082218

public override void OnInspectorGUI ()
	{
		EditorGUIUtility.LookLikeControls(80f);
		mAtlas = target as UIAtlas;

		NGUIEditorTools.DrawSeparator();

		if (mAtlas.replacement != null)
		{
			mType = AtlasType.Reference;
			mReplacement = mAtlas.replacement;
		}

		AtlasType after = (AtlasType)EditorGUILayout.EnumPopup("Atlas Type", mType);

		if (mType != after)
		{
			if (after == AtlasType.Normal)
			{
				OnSelectAtlas(null);
			}
			else
			{
				mType = AtlasType.Reference;
			}
		}

		if (mType == AtlasType.Reference)
		{
			ComponentSelector.Draw<UIAtlas>(mAtlas.replacement, OnSelectAtlas);

			NGUIEditorTools.DrawSeparator();
			GUILayout.Label("You can have one atlas simply point to\n" +
				"another one. This is useful if you want to be\n" +
				"able to quickly replace the contents of one\n" +
				"atlas with another one, for example for\n" +
				"swapping an SD atlas with an HD one, or\n" +
				"replacing an English atlas with a Chinese\n" +
				"one. All the sprites referencing this atlas\n" +
				"will update their references to the new one.");

			if (mReplacement != mAtlas && mAtlas.replacement != mReplacement)
			{
				NGUIEditorTools.RegisterUndo("Atlas Change", mAtlas);
				mAtlas.replacement = mReplacement;
				UnityEditor.EditorUtility.SetDirty(mAtlas);
			}
			return;
		}

		if (!mConfirmDelete)
		{
			NGUIEditorTools.DrawSeparator();
			Material mat = EditorGUILayout.ObjectField("Material", mAtlas.spriteMaterial, typeof(Material), false) as Material;

			if (mAtlas.spriteMaterial != mat)
			{
				NGUIEditorTools.RegisterUndo("Atlas Change", mAtlas);
				mAtlas.spriteMaterial = mat;

				// Ensure that this atlas has valid import settings
				if (mAtlas.texture != null) NGUIEditorTools.ImportTexture(mAtlas.texture, false, false);

				mAtlas.MarkAsDirty();
				mConfirmDelete = false;
			}

			if (mat != null)
			{
				Textreplacedet ta = EditorGUILayout.ObjectField("TP Import", null, typeof(Textreplacedet), false) as Textreplacedet;

				if (ta != null)
				{
					// Ensure that this atlas has valid import settings
					if (mAtlas.texture != null) NGUIEditorTools.ImportTexture(mAtlas.texture, false, false);

					NGUIEditorTools.RegisterUndo("Import Sprites", mAtlas);
					NGUIJson.LoadSpriteData(mAtlas, ta);
					if (mSprite != null) mSprite = mAtlas.GetSprite(mSprite.name);
					mAtlas.MarkAsDirty();
				}
				
				UIAtlas.Coordinates coords = (UIAtlas.Coordinates)EditorGUILayout.EnumPopup("Coordinates", mAtlas.coordinates);

				if (coords != mAtlas.coordinates)
				{
					NGUIEditorTools.RegisterUndo("Atlas Change", mAtlas);
					mAtlas.coordinates = coords;
					mConfirmDelete = false;
				}

				float pixelSize = EditorGUILayout.FloatField("Pixel Size", mAtlas.pixelSize, GUILayout.Width(120f));

				if (pixelSize != mAtlas.pixelSize)
				{
					NGUIEditorTools.RegisterUndo("Atlas Change", mAtlas);
					mAtlas.pixelSize = pixelSize;
					mConfirmDelete = false;
				}
			}
		}

		if (mAtlas.spriteMaterial != null)
		{
			Color blue = new Color(0f, 0.7f, 1f, 1f);
			Color green = new Color(0.4f, 1f, 0f, 1f);

			if (mConfirmDelete)
			{
				if (mSprite != null)
				{
					// Show the confirmation dialog
					NGUIEditorTools.DrawSeparator();
					GUILayout.Label("Are you sure you want to delete '" + mSprite.name + "'?");
					NGUIEditorTools.DrawSeparator();

					GUILayout.BeginHorizontal();
					{
						GUI.backgroundColor = Color.green;
						if (GUILayout.Button("Cancel")) mConfirmDelete = false;
						GUI.backgroundColor = Color.red;

						if (GUILayout.Button("Delete"))
						{
							NGUIEditorTools.RegisterUndo("Delete Sprite", mAtlas);
							mAtlas.spriteList.Remove(mSprite);
							mConfirmDelete = false;
						}
						GUI.backgroundColor = Color.white;
					}
					GUILayout.EndHorizontal();
				}
				else mConfirmDelete = false;
			}
			else
			{
				if (mSprite == null && mAtlas.spriteList.Count > 0)
				{
					string spriteName = EditorPrefs.GetString("NGUI Selected Sprite");
					if (!string.IsNullOrEmpty(spriteName)) mSprite = mAtlas.GetSprite(spriteName);
					if (mSprite == null) mSprite = mAtlas.spriteList[0];
				}

				if (!mConfirmDelete && mSprite != null)
				{
					NGUIEditorTools.DrawSeparator();
					NGUIEditorTools.AdvancedSpriteField(mAtlas, mSprite.name, SelectSprite, true);

					if (mSprite == null) return;

					Texture2D tex = mAtlas.spriteMaterial.mainTexture as Texture2D;

					if (tex != null)
					{
						Rect inner = mSprite.inner;
						Rect outer = mSprite.outer;

						if (mAtlas.coordinates == UIAtlas.Coordinates.Pixels)
						{
							GUI.backgroundColor = green;
							outer = NGUIEditorTools.IntRect("Dimensions", mSprite.outer);

							Vector4 border = new Vector4(
								mSprite.inner.xMin - mSprite.outer.xMin,
								mSprite.inner.yMin - mSprite.outer.yMin,
								mSprite.outer.xMax - mSprite.inner.xMax,
								mSprite.outer.yMax - mSprite.inner.yMax);

							GUI.backgroundColor = blue;
							border = NGUIEditorTools.IntPadding("Border", border);
							GUI.backgroundColor = Color.white;

							inner.xMin = mSprite.outer.xMin + border.x;
							inner.yMin = mSprite.outer.yMin + border.y;
							inner.xMax = mSprite.outer.xMax - border.z;
							inner.yMax = mSprite.outer.yMax - border.w;
						}
						else
						{
							// Draw the inner and outer rectangle dimensions
							GUI.backgroundColor = green;
							outer = EditorGUILayout.RectField("Outer Rect", mSprite.outer);
							GUI.backgroundColor = blue;
							inner = EditorGUILayout.RectField("Inner Rect", mSprite.inner);
							GUI.backgroundColor = Color.white;
						}

						if (outer.xMax < outer.xMin) outer.xMax = outer.xMin;
						if (outer.yMax < outer.yMin) outer.yMax = outer.yMin;

						if (outer != mSprite.outer)
						{
							float x = outer.xMin - mSprite.outer.xMin;
							float y = outer.yMin - mSprite.outer.yMin;

							inner.x += x;
							inner.y += y;
						}

						// Sanity checks to ensure that the inner rect is always inside the outer
						inner.xMin = Mathf.Clamp(inner.xMin, outer.xMin, outer.xMax);
						inner.xMax = Mathf.Clamp(inner.xMax, outer.xMin, outer.xMax);
						inner.yMin = Mathf.Clamp(inner.yMin, outer.yMin, outer.yMax);
						inner.yMax = Mathf.Clamp(inner.yMax, outer.yMin, outer.yMax);
						
						bool changed = false;
						
						if (mSprite.inner != inner || mSprite.outer != outer)
						{
							NGUIEditorTools.RegisterUndo("Atlas Change", mAtlas);
							mSprite.inner = inner;
							mSprite.outer = outer;
							MarkSpriteAsDirty();
							changed = true;
						}

						EditorGUILayout.Separator();

						if (mAtlas.coordinates == UIAtlas.Coordinates.Pixels)
						{
							int left	= Mathf.RoundToInt(mSprite.paddingLeft	 * mSprite.outer.width);
							int right	= Mathf.RoundToInt(mSprite.paddingRight	 * mSprite.outer.width);
							int top		= Mathf.RoundToInt(mSprite.paddingTop	 * mSprite.outer.height);
							int bottom	= Mathf.RoundToInt(mSprite.paddingBottom * mSprite.outer.height);

							NGUIEditorTools.IntVector a = NGUIEditorTools.IntPair("Padding", "Left", "Top", left, top);
							NGUIEditorTools.IntVector b = NGUIEditorTools.IntPair(null, "Right", "Bottom", right, bottom);

							if (changed || a.x != left || a.y != top || b.x != right || b.y != bottom)
							{
								NGUIEditorTools.RegisterUndo("Atlas Change", mAtlas);
								mSprite.paddingLeft		= a.x / mSprite.outer.width;
								mSprite.paddingTop		= a.y / mSprite.outer.height;
								mSprite.paddingRight	= b.x / mSprite.outer.width;
								mSprite.paddingBottom	= b.y / mSprite.outer.height;
								MarkSpriteAsDirty();
							}
						}
						else
						{
							// Create a button that can make the coordinates pixel-perfect on click
							GUILayout.BeginHorizontal();
							{
								GUILayout.Label("Correction", GUILayout.Width(75f));

								Rect corrected0 = outer;
								Rect corrected1 = inner;

								if (mAtlas.coordinates == UIAtlas.Coordinates.Pixels)
								{
									corrected0 = NGUIMath.MakePixelPerfect(corrected0);
									corrected1 = NGUIMath.MakePixelPerfect(corrected1);
								}
								else
								{
									corrected0 = NGUIMath.MakePixelPerfect(corrected0, tex.width, tex.height);
									corrected1 = NGUIMath.MakePixelPerfect(corrected1, tex.width, tex.height);
								}

								if (corrected0 == mSprite.outer && corrected1 == mSprite.inner)
								{
									GUI.color = Color.grey;
									GUILayout.Button("Make Pixel-Perfect");
									GUI.color = Color.white;
								}
								else if (GUILayout.Button("Make Pixel-Perfect"))
								{
									outer = corrected0;
									inner = corrected1;
									GUI.changed = true;
								}
							}
							GUILayout.EndHorizontal();
						}
					}

					// This functionality is no longer used. It became obsolete when the Atlas Maker was added.
					/*NGUIEditorTools.DrawSeparator();

					GUILayout.BeginHorizontal();
					{
						EditorGUILayout.PrefixLabel("Add/Delete");

						if (GUILayout.Button("Clone Sprite"))
						{
							NGUIEditorTools.RegisterUndo("Add Sprite", mAtlas);
							UIAtlas.Sprite newSprite = new UIAtlas.Sprite();

							if (mSprite != null)
							{
								newSprite.name = "Copy of " + mSprite.name;
								newSprite.outer = mSprite.outer;
								newSprite.inner = mSprite.inner;
							}
							else
							{
								newSprite.name = "New Sprite";
							}

							mAtlas.spriteList.Add(newSprite);
							mSprite = newSprite;
						}

						// Show the delete button
						GUI.backgroundColor = Color.red;

						if (mSprite != null && GUILayout.Button("Delete", GUILayout.Width(55f)))
						{
							mConfirmDelete = true;
						}
						GUI.backgroundColor = Color.white;
					}
					GUILayout.EndHorizontal();*/

					if (NGUIEditorTools.previousSelection != null)
					{
						NGUIEditorTools.DrawSeparator();

						GUI.backgroundColor = Color.green;

						if (GUILayout.Button("<< Return to " + NGUIEditorTools.previousSelection.name))
						{
							NGUIEditorTools.SelectPrevious();
						}
						GUI.backgroundColor = Color.white;
					}
				}
			}
		}
	}

19 Source : ComponentSelector.cs
with Apache License 2.0
from 365082218

void OnGUI ()
	{
		EditorGUIUtility.LookLikeControls(80f);
		GUILayout.Label("Recently used components", "LODLevelNotifyText");
		NGUIEditorTools.DrawSeparator();

		if (mObjects.Length == 0)
		{
			EditorGUILayout.HelpBox("No recently used " + mType.ToString() + " components found.\nTry drag & dropping one instead, or creating a new one.", MessageType.Info);

			bool isDone = false;

			EditorGUILayout.Space();
			GUILayout.BeginHorizontal();
			GUILayout.FlexibleSpace();

			if (mType == typeof(UIFont))
			{
				if (GUILayout.Button("Open the Font Maker", GUILayout.Width(150f)))
				{
					EditorWindow.GetWindow<UIFontMaker>(false, "Font Maker", true);
					isDone = true;
				}
			}
			else if (mType == typeof(UIAtlas))
			{
				if (GUILayout.Button("Open the Atlas Maker", GUILayout.Width(150f)))
				{
					EditorWindow.GetWindow<UIAtlasMaker>(false, "Atlas Maker", true);
					isDone = true;
				}
			}

			GUILayout.FlexibleSpace();
			GUILayout.EndHorizontal();
			if (isDone) Close();
		}
		else
		{
			MonoBehaviour sel = null;

			foreach (MonoBehaviour o in mObjects)
			{
				if (DrawObject(o))
				{
					sel = o;
				}
			}

			if (sel != null)
			{
				mCallback(sel);
				Close();
			}
		}
	}

19 Source : ComponentSelector.cs
with Apache License 2.0
from 365082218

bool DrawObject (MonoBehaviour mb)
	{
		bool retVal = false;

		GUILayout.BeginHorizontal();
		{
			if (EditorUtility.IsPersistent(mb.gameObject))
			{
				GUILayout.Label("Prefab", "AS TextArea", GUILayout.Width(80f), GUILayout.Height(20f));
			}
			else
			{
				GUI.color = Color.grey;
				GUILayout.Label("Object", "AS TextArea", GUILayout.Width(80f), GUILayout.Height(20f));
			}

			GUILayout.Label(NGUITools.GetHierarchy(mb.gameObject), "AS TextArea", GUILayout.Height(20f));
			GUI.color = Color.white;

			retVal = GUILayout.Button("Select", "ButtonLeft", GUILayout.Width(60f), GUILayout.Height(16f));
		}
		GUILayout.EndHorizontal();
		return retVal;
	}

19 Source : NGUIEditorTools.cs
with Apache License 2.0
from 365082218

static public IntVector IntPair (string prefix, string leftCaption, string rightCaption, int x, int y)
	{
		GUILayout.BeginHorizontal();

		if (string.IsNullOrEmpty(prefix))
		{
			GUILayout.Space(82f);
		}
		else
		{
			GUILayout.Label(prefix, GUILayout.Width(74f));
		}

		EditorGUIUtility.LookLikeControls(48f);

		IntVector retVal;
		retVal.x = EditorGUILayout.IntField(leftCaption, x, GUILayout.MinWidth(30f));
		retVal.y = EditorGUILayout.IntField(rightCaption, y, GUILayout.MinWidth(30f));

		EditorGUIUtility.LookLikeControls(80f);

		GUILayout.EndHorizontal();
		return retVal;
	}

19 Source : NGUIEditorTools.cs
with Apache License 2.0
from 365082218

static public void SpriteField (string fieldName, UIAtlas atlas, string spriteName,
		SpriteSelector.Callback callback, params GUILayoutOption[] options)
	{
		GUILayout.BeginHorizontal();
		GUILayout.Label(fieldName, GUILayout.Width(76f));

		if (GUILayout.Button(spriteName, "MiniPullDown", options))
		{
			SpriteSelector.Show(atlas, spriteName, callback);
		}
		GUILayout.EndHorizontal();
	}

19 Source : NGUIEditorTools.cs
with Apache License 2.0
from 365082218

static public void SpriteField (string fieldName, string caption, UIAtlas atlas, string spriteName, SpriteSelector.Callback callback)
	{
		GUILayout.BeginHorizontal();
		GUILayout.Label(fieldName, GUILayout.Width(76f));

		if (atlas.GetSprite(spriteName) == null)
			spriteName = "";

		if (GUILayout.Button(spriteName, "MiniPullDown", GUILayout.Width(120f)))
		{
			SpriteSelector.Show(atlas, spriteName, callback);
		}
		
		if (!string.IsNullOrEmpty(caption))
		{
			GUILayout.Space(20f);
			GUILayout.Label(caption);
		}
		GUILayout.EndHorizontal();
	}

19 Source : NGUIEditorTools.cs
with Apache License 2.0
from 365082218

static public void AdvancedSpriteField (UIAtlas atlas, string spriteName, SpriteSelector.Callback callback, bool editable,
		params GUILayoutOption[] options)
	{
		// Give the user a warning if there are no sprites in the atlas
		if (atlas.spriteList.Count == 0)
		{
			EditorGUILayout.HelpBox("No sprites found", MessageType.Warning);
			return;
		}

		// Sprite selection drop-down list
		GUILayout.BeginHorizontal();
		{
			if (GUILayout.Button("Sprite", "DropDownButton", GUILayout.Width(76f)))
			{
				SpriteSelector.Show(atlas, spriteName, callback);
			}

			if (editable)
			{
				string sn = GUILayout.TextField(spriteName);

				if (sn != spriteName)
				{
					UIAtlas.Sprite sp = atlas.GetSprite(spriteName);

					if (sp != null)
					{
						NGUIEditorTools.RegisterUndo("Edit Sprite Name", atlas);
						sp.name = sn;
						spriteName = sn;
					}
				}
			}
			else
			{
				GUILayout.BeginHorizontal();
				GUILayout.Label(spriteName, "HelpBox", GUILayout.Height(18f));
				GUILayout.Space(18f);
				GUILayout.EndHorizontal();

				if (GUILayout.Button("Edit", GUILayout.Width(40f)))
				{
					EditorPrefs.SetString("NGUI Selected Sprite", spriteName);
					Select(atlas.gameObject);
				}
			}
		}
		GUILayout.EndHorizontal();
	}

19 Source : SpriteSelector.cs
with Apache License 2.0
from 365082218

void OnGUI ()
	{
		EditorGUIUtility.LookLikeControls(80f);

		if (mAtlas == null)
		{
			GUILayout.Label("No Atlas selected.", "LODLevelNotifyText");
		}
		else
		{
			bool close = false;
			GUILayout.Label(mAtlas.name + " Sprites", "LODLevelNotifyText");
			NGUIEditorTools.DrawSeparator();

			GUILayout.BeginHorizontal();
			GUILayout.Space(84f);

			string before = NGUISettings.partialSprite;
			string after = EditorGUILayout.TextField("", before, "SearchTextField");
			NGUISettings.partialSprite = after;

			if (GUILayout.Button("", "SearchCancelButton", GUILayout.Width(18f)))
			{
				NGUISettings.partialSprite = "";
				GUIUtility.keyboardControl = 0;
			}
			GUILayout.Space(84f);
			GUILayout.EndHorizontal();

			Texture2D tex = mAtlas.texture as Texture2D;

			if (tex == null)
			{
				GUILayout.Label("The atlas doesn't have a texture to work with");
				return;
			}

			BetterList<string> sprites = mAtlas.GetListOfSprites(NGUISettings.partialSprite);
			
			float size = 80f;
			float padded = size + 10f;
			int columns = Mathf.FloorToInt(Screen.width / padded);
			if (columns < 1) columns = 1;

			int offset = 0;
			Rect rect = new Rect(10f, 0, size, size);

			GUILayout.Space(10f);
			mPos = GUILayout.BeginScrollView(mPos);

			while (offset < sprites.size)
			{
				GUILayout.BeginHorizontal();
				{
					int col = 0;
					rect.x = 10f;

					for (; offset < sprites.size; ++offset)
					{
						UIAtlas.Sprite sprite = mAtlas.GetSprite(sprites[offset]);
						if (sprite == null) continue;

						// Button comes first
						if (GUI.Button(rect, ""))
						{
							float delta = Time.realtimeSinceStartup - mClickTime;
							mClickTime = Time.realtimeSinceStartup;

							if (spriteName != sprite.name)
							{
								if (mSprite != null)
								{
									NGUIEditorTools.RegisterUndo("Atlas Selection", mSprite);
									mSprite.spriteName = sprite.name;
									mSprite.MakePixelPerfect();
									EditorUtility.SetDirty(mSprite.gameObject);
								}
								else if (mCallback != null)
								{
									mName = sprite.name;
									mCallback(sprite.name);
								}
							}
							else if (delta < 0.5f) close = true;
						}
						
						if (Event.current.type == EventType.Repaint)
						{
							// On top of the button we have a checkboard grid
							NGUIEditorTools.DrawTiledTexture(rect, NGUIEditorTools.backdropTexture);
	
							Rect uv = sprite.outer;
							if (mAtlas.coordinates == UIAtlas.Coordinates.Pixels)
								uv = NGUIMath.ConvertToTexCoords(uv, tex.width, tex.height);
	
							// Calculate the texture's scale that's needed to display the sprite in the clipped area
							float scaleX = rect.width / uv.width;
							float scaleY = rect.height / uv.height;
	
							// Stretch the sprite so that it will appear proper
							float aspect = (scaleY / scaleX) / ((float)tex.height / tex.width);
							Rect clipRect = rect;
	
							if (aspect != 1f)
							{
								if (aspect < 1f)
								{
									// The sprite is taller than it is wider
									float padding = size * (1f - aspect) * 0.5f;
									clipRect.xMin += padding;
									clipRect.xMax -= padding;
								}
								else
								{
									// The sprite is wider than it is taller
									float padding = size * (1f - 1f / aspect) * 0.5f;
									clipRect.yMin += padding;
									clipRect.yMax -= padding;
								}
							}
	
							GUI.DrawTextureWithTexCoords(clipRect, tex, uv);
	
							// Draw the selection
							if (spriteName == sprite.name)
							{
								NGUIEditorTools.DrawOutline(rect, new Color(0.4f, 1f, 0f, 1f));
							}
						}

						if (++col >= columns)
						{
							++offset;
							break;
						}
						rect.x += padded;
					}
				}
				GUILayout.EndHorizontal();
				GUILayout.Space(padded);
				rect.y += padded;
			}
			GUILayout.EndScrollView();
			if (close) Close();
		}
	}

19 Source : UIAtlasMaker.cs
with Apache License 2.0
from 365082218

void OnGUI ()
	{
		bool create = false;
		bool update = false;
		bool replace = false;

		string prefabPath = "";
		string matPath = "";

		// If we have an atlas to work with, see if we can figure out the path for it and its material
		if (NGUISettings.atlas != null && NGUISettings.atlas.name == NGUISettings.atlasName)
		{
			prefabPath = replacedetDatabase.GetreplacedetPath(NGUISettings.atlas.gameObject.GetInstanceID());
			if (NGUISettings.atlas.spriteMaterial != null) matPath = replacedetDatabase.GetreplacedetPath(NGUISettings.atlas.spriteMaterial.GetInstanceID());
		}

		// replacedume default values if needed
		if (string.IsNullOrEmpty(NGUISettings.atlasName)) NGUISettings.atlasName = "New Atlas";
		if (string.IsNullOrEmpty(prefabPath)) prefabPath = NGUIEditorTools.GetSelectionFolder() + NGUISettings.atlasName + ".prefab";
		if (string.IsNullOrEmpty(matPath)) matPath = NGUIEditorTools.GetSelectionFolder() + NGUISettings.atlasName + ".mat";

		// Try to load the prefab
		GameObject go = replacedetDatabase.LoadreplacedetAtPath(prefabPath, typeof(GameObject)) as GameObject;
		if (NGUISettings.atlas == null && go != null) NGUISettings.atlas = go.GetComponent<UIAtlas>();

		EditorGUIUtility.LookLikeControls(80f);

		GUILayout.Space(6f);
		GUILayout.BeginHorizontal();

		if (go == null)
		{
			GUI.backgroundColor = Color.green;
			create = GUILayout.Button("Create", GUILayout.Width(76f));
		}
		else
		{
			GUI.backgroundColor = Color.red;
			create = GUILayout.Button("Replace", GUILayout.Width(76f));
		}

		GUI.backgroundColor = Color.white;
		NGUISettings.atlasName = GUILayout.TextField(NGUISettings.atlasName);
		GUILayout.EndHorizontal();

		if (create)
		{
			// If the prefab already exists, confirm that we want to overwrite it
			if (go == null || EditorUtility.DisplayDialog("Are you sure?", "Are you sure you want to replace the contents of the " +
				NGUISettings.atlasName + " atlas with the textures currently selected in the Project View? All other sprites will be deleted.", "Yes", "No"))
			{
				replace = true;

				// Try to load the material
				Material mat = replacedetDatabase.LoadreplacedetAtPath(matPath, typeof(Material)) as Material;

				// If the material doesn't exist, create it
				if (mat == null)
				{
					Shader shader = Shader.Find("Unlit/Transparent Colored");
					mat = new Material(shader);

					// Save the material
					replacedetDatabase.Createreplacedet(mat, matPath);
					replacedetDatabase.Refresh();

					// Load the material so it's usable
					mat = replacedetDatabase.LoadreplacedetAtPath(matPath, typeof(Material)) as Material;
				}

				if (NGUISettings.atlas == null || NGUISettings.atlas.name != NGUISettings.atlasName)
				{
					// Create a new prefab for the atlas
#if UNITY_3_4
					Object prefab = (go != null) ? go : EditorUtility.CreateEmptyPrefab(prefabPath); 
#else
					Object prefab = (go != null) ? go : PrefabUtility.CreateEmptyPrefab(prefabPath);
#endif
					// Create a new game object for the atlas
					go = new GameObject(NGUISettings.atlasName);
					go.AddComponent<UIAtlas>().spriteMaterial = mat;

					// Update the prefab
#if UNITY_3_4
					EditorUtility.ReplacePrefab(go, prefab);
#else
					PrefabUtility.ReplacePrefab(go, prefab);
#endif
					DestroyImmediate(go);
					replacedetDatabase.Savereplacedets();
					replacedetDatabase.Refresh();

					// Select the atlas
					go = replacedetDatabase.LoadreplacedetAtPath(prefabPath, typeof(GameObject)) as GameObject;
					NGUISettings.atlas = go.GetComponent<UIAtlas>();
				}
			}
		}

		ComponentSelector.Draw<UIAtlas>("Select", NGUISettings.atlas, OnSelectAtlas);

		List<Texture> textures = GetSelectedTextures();

		if (NGUISettings.atlas != null && NGUISettings.atlas.name == NGUISettings.atlasName)
		{
			Material mat = NGUISettings.atlas.spriteMaterial;
			Texture tex = NGUISettings.atlas.texture;

			// Material information
			GUILayout.BeginHorizontal();
			{
				if (mat != null)
				{
					if (GUILayout.Button("Material", GUILayout.Width(76f))) Selection.activeObject = mat;
					GUILayout.Label(" " + mat.name);
				}
				else
				{
					GUI.color = Color.grey;
					GUILayout.Button("Material", GUILayout.Width(76f));
					GUI.color = Color.white;
					GUILayout.Label(" N/A");
				}
			}
			GUILayout.EndHorizontal();

			// Texture atlas information
			GUILayout.BeginHorizontal();
			{
				if (tex != null)
				{
					if (GUILayout.Button("Texture", GUILayout.Width(76f))) Selection.activeObject = tex;
					GUILayout.Label(" " + tex.width + "x" + tex.height);
				}
				else
				{
					GUI.color = Color.grey;
					GUILayout.Button("Texture", GUILayout.Width(76f));
					GUI.color = Color.white;
					GUILayout.Label(" N/A");
				}
			}
			GUILayout.EndHorizontal();

			GUILayout.BeginHorizontal();
			NGUISettings.atlasPadding = Mathf.Clamp(EditorGUILayout.IntField("Padding", NGUISettings.atlasPadding, GUILayout.Width(100f)), 0, 8);
			GUILayout.Label((NGUISettings.atlasPadding == 1 ? "pixel" : "pixels") + " in-between of sprites");
			GUILayout.EndHorizontal();

			GUILayout.BeginHorizontal();
			NGUISettings.atlasTrimming = EditorGUILayout.Toggle("Trim Alpha", NGUISettings.atlasTrimming, GUILayout.Width(100f));
			GUILayout.Label("Remove empty space");
			GUILayout.EndHorizontal();

			GUILayout.BeginHorizontal();
			NGUISettings.unityPacking = EditorGUILayout.Toggle("Unity Packer", NGUISettings.unityPacking, GUILayout.Width(100f));
			GUILayout.Label("if off, use a custom packer");
			GUILayout.EndHorizontal();

			if (!NGUISettings.unityPacking)
			{
				GUILayout.BeginHorizontal();
				NGUISettings.forceSquareAtlas = EditorGUILayout.Toggle("Force Square", NGUISettings.forceSquareAtlas, GUILayout.Width(100f));
				GUILayout.Label("if on, forces a square atlas texture");
				GUILayout.EndHorizontal();
			}

#if UNITY_IPHONE || UNITY_ANDROID
			GUILayout.BeginHorizontal();
			NGUISettings.allow4096 = EditorGUILayout.Toggle("4096x4096", NGUISettings.allow4096, GUILayout.Width(100f));
			GUILayout.Label("if off, limit atlases to 2048x2048");
			GUILayout.EndHorizontal();
#endif
			if (textures.Count > 0)
			{
				GUI.backgroundColor = Color.green;
				update = GUILayout.Button("Add/Update All");
				GUI.backgroundColor = Color.white;
			}
			else
			{
				NGUIEditorTools.DrawSeparator();
				GUILayout.Label("You can reveal more options by selecting\none or more textures in the Project View\nwindow.");
			}
		}
		else
		{
			NGUIEditorTools.DrawSeparator();
			GUILayout.Label("You can create a new atlas by selecting\none or more textures in the Project View\nwindow, then clicking \"Create\".");
		}

		Dictionary<string, int> spriteList = GetSpriteList(textures);

		if (spriteList.Count > 0)
		{
			NGUIEditorTools.DrawHeader("Sprites");
			GUILayout.Space(-7f);

			mScroll = GUILayout.BeginScrollView(mScroll);

			bool delete = false;
			int index = 0;
			foreach (KeyValuePair<string, int> iter in spriteList)
			{
				++index;
				NGUIEditorTools.HighlightLine(new Color(0.6f, 0.6f, 0.6f));
				GUILayout.BeginHorizontal();
				GUILayout.Label(index.ToString(), GUILayout.Width(24f));
				GUILayout.Label(iter.Key);

				if (iter.Value == 2)
				{
					GUI.color = Color.green;
					GUILayout.Label("Add", GUILayout.Width(27f));
					GUI.color = Color.white;
				}
				else if (iter.Value == 1)
				{
					GUI.color = Color.cyan;
					GUILayout.Label("Update", GUILayout.Width(45f));
					GUI.color = Color.white;
				}
				else
				{
					if (mDelNames.Contains(iter.Key))
					{
						GUI.backgroundColor = Color.red;

						if (GUILayout.Button("Delete", GUILayout.Width(60f)))
						{
							delete = true;
						}
						GUI.backgroundColor = Color.green;
						if (GUILayout.Button("X", GUILayout.Width(22f)))
						{
							mDelNames.Remove(iter.Key);
							delete = false;
						}
						GUI.backgroundColor = Color.white;
					}
					else
					{
						// If we have not yet selected a sprite for deletion, show a small "X" button
						if (GUILayout.Button("X", GUILayout.Width(22f))) mDelNames.Add(iter.Key);
					}
				}
				GUILayout.EndHorizontal();
			}
			GUILayout.EndScrollView();

			// If this sprite was marked for deletion, remove it from the atlas
			if (delete)
			{
				List<SpriteEntry> sprites = new List<SpriteEntry>();
				ExtractSprites(NGUISettings.atlas, sprites);

				for (int i = sprites.Count; i > 0; )
				{
					SpriteEntry ent = sprites[--i];

					if (mDelNames.Contains(ent.tex.name))
					{
						sprites.RemoveAt(i);
					}
				}
				UpdateAtlas(NGUISettings.atlas, sprites);
				mDelNames.Clear();
			}
			else if (update) UpdateAtlas(textures, true);
			else if (replace) UpdateAtlas(textures, false);
			return;
		}
	}

19 Source : UICameraTool.cs
with Apache License 2.0
from 365082218

void OnGUI ()
	{
		EditorGUIUtility.LookLikeControls(80f);

		List<Camera> list = NGUIEditorTools.FindInScene<Camera>();

		if (list.Count > 0)
		{
			DrawRow(null);
			NGUIEditorTools.DrawSeparator();
			mScroll = GUILayout.BeginScrollView(mScroll);
			foreach (Camera cam in list) DrawRow(cam);
			GUILayout.EndScrollView();
		}
		else
		{
			GUILayout.Label("No cameras found in the scene");
		}
	}

19 Source : UICameraTool.cs
with Apache License 2.0
from 365082218

void DrawRow (Camera cam)
	{
		if (cam != null) NGUIEditorTools.HighlightLine(new Color(0.6f, 0.6f, 0.6f));

		GUILayout.BeginHorizontal();
		{
			bool enabled = (cam == null || (NGUITools.GetActive(cam.gameObject) && cam.enabled));

			GUI.color = Color.white;

			if (cam != null)
			{
				if (enabled != EditorGUILayout.Toggle(enabled, GUILayout.Width(20f)))
				{
					cam.enabled = !enabled;
					EditorUtility.SetDirty(cam.gameObject);
				}
			}
			else
			{
				GUILayout.Space(30f);
			}

			bool highlight = (cam == null || Selection.activeGameObject == null) ? false :
				(0 != (cam.cullingMask & (1 << Selection.activeGameObject.layer)));

			if (enabled)
			{
				GUI.color = highlight ? new Color(0f, 0.8f, 1f) : Color.white;
			}
			else
			{
				GUI.color = highlight ? new Color(0f, 0.5f, 0.8f) : Color.grey;
			}

			string camName, camLayer;

			if (cam == null)
			{
				camName = "Camera's Name";
				camLayer = "Layer";
			}
			else
			{
				camName = cam.name + (cam.orthographic ? " (2D)" : " (3D)");
				camLayer = LayerMask.LayerToName(cam.gameObject.layer);
			}

#if UNITY_3_4
			if (GUILayout.Button(camName, EditorStyles.structHeadingLabel, GUILayout.MinWidth(100f)) && cam != null)
#else
			if (GUILayout.Button(camName, EditorStyles.label, GUILayout.MinWidth(100f)) && cam != null)
#endif
			{
				Selection.activeGameObject = cam.gameObject;
				EditorUtility.SetDirty(cam.gameObject);
			}
			GUILayout.Label(camLayer, GUILayout.Width(70f));

			GUI.color = enabled ? Color.white : new Color(0.7f, 0.7f, 0.7f);

			if (cam == null)
			{
				GUILayout.Label("EV", GUILayout.Width(26f));
			}
			else
			{
				UICamera uic = cam.GetComponent<UICamera>();
				bool ev = (uic != null && uic.enabled);

				if (ev != EditorGUILayout.Toggle(ev, GUILayout.Width(20f)))
				{
					if (uic == null) uic = cam.gameObject.AddComponent<UICamera>();
					uic.enabled = !ev;
				}
			}

			if (cam == null)
			{
				GUILayout.Label("Mask", GUILayout.Width(100f));
			}
			else
			{
				int mask = LayerMaskField(cam.cullingMask, GUILayout.Width(105f));

				if (cam.cullingMask != mask)
				{
					NGUIEditorTools.RegisterUndo("Camera Mask Change", cam);
					cam.cullingMask = mask;
				}
			}
		}
		GUILayout.EndHorizontal();
	}

19 Source : UICreateNewUIWizard.cs
with Apache License 2.0
from 365082218

void OnGUI ()
	{
		EditorGUIUtility.LookLikeControls(80f);

		GUILayout.Label("Create a new UI with the following parameters:");
		NGUIEditorTools.DrawSeparator();

		GUILayout.BeginHorizontal();
		NGUISettings.layer = EditorGUILayout.LayerField("Layer", NGUISettings.layer, GUILayout.Width(200f));
		GUILayout.Space(20f);
		GUILayout.Label("This is the layer your UI will reside on");
		GUILayout.EndHorizontal();

		GUILayout.BeginHorizontal();
		camType = (CameraType)EditorGUILayout.EnumPopup("Camera", camType, GUILayout.Width(200f));
		GUILayout.Space(20f);
		GUILayout.Label("Should this UI have a camera?");
		GUILayout.EndHorizontal();

		NGUIEditorTools.DrawSeparator();
		GUILayout.BeginHorizontal();
		EditorGUILayout.PrefixLabel("When ready,");
		bool create = GUILayout.Button("Create Your UI", GUILayout.Width(120f));
		GUILayout.EndHorizontal();

		if (create) CreateNewUI();
	}

19 Source : UICreateWidgetWizard.cs
with Apache License 2.0
from 365082218

void CreateScrollBar (GameObject go)
	{
		if (NGUISettings.atlas != null)
		{
			NGUIEditorTools.SpriteField("Background", "Sprite used for the background", NGUISettings.atlas, mScrollBG, OnScrollBG);
			NGUIEditorTools.SpriteField("Foreground", "Sprite used for the foreground (thumb)", NGUISettings.atlas, mScrollFG, OnScrollFG);

			GUILayout.BeginHorizontal();
			UIScrollBar.Direction dir = (UIScrollBar.Direction)EditorGUILayout.EnumPopup("Direction", mScrollDir, GUILayout.Width(200f));
			GUILayout.Space(20f);
			GUILayout.Label("Add colliders?", GUILayout.Width(90f));
			bool draggable = EditorGUILayout.Toggle(mScrollCL);
			GUILayout.EndHorizontal();

			if (mScrollCL != draggable || mScrollDir != dir)
			{
				mScrollCL = draggable;
				mScrollDir = dir;
				Save();
			}
		}

		if (ShouldCreate(go, NGUISettings.atlas != null))
		{
			int depth = NGUITools.CalculateNextDepth(go);
			go = NGUITools.AddChild(go);
			go.name = "Scroll Bar";

			UISprite bg = NGUITools.AddWidget<UISprite>(go);
			bg.type = UISprite.Type.Sliced;
			bg.name = "Background";
			bg.depth = depth;
			bg.atlas = NGUISettings.atlas;
			bg.spriteName = mScrollBG;
			bg.transform.localScale = new Vector3(400f + bg.border.x + bg.border.z, 14f + bg.border.y + bg.border.w, 1f);
			bg.MakePixelPerfect();

			UISprite fg = NGUITools.AddWidget<UISprite>(go);
			fg.type = UISprite.Type.Sliced;
			fg.name = "Foreground";
			fg.atlas = NGUISettings.atlas;
			fg.spriteName = mScrollFG;

			UIScrollBar sb = go.AddComponent<UIScrollBar>();
			sb.background = bg;
			sb.foreground = fg;
			sb.direction = mScrollDir;
			sb.barSize = 0.3f;
			sb.scrollValue = 0.3f;
			sb.ForceUpdate();

			if (mScrollCL)
			{
				NGUITools.AddWidgetCollider(bg.gameObject);
				NGUITools.AddWidgetCollider(fg.gameObject);
			}
			Selection.activeGameObject = go;
		}
	}

19 Source : UICreateWidgetWizard.cs
with Apache License 2.0
from 365082218

void OnGUI ()
	{
		// Load the saved preferences
		if (!mLoaded) { mLoaded = true; Load(); }

		EditorGUIUtility.LookLikeControls(80f);
		GameObject go = NGUIEditorTools.SelectedRoot();

		if (go == null)
		{
			GUILayout.Label("You must create a UI first.");
			
			if (GUILayout.Button("Open the New UI Wizard"))
			{
				EditorWindow.GetWindow<UICreateNewUIWizard>(false, "New UI", true);
			}
		}
		else
		{
			GUILayout.Space(4f);

			GUILayout.BeginHorizontal();
			ComponentSelector.Draw<UIAtlas>(NGUISettings.atlas, OnSelectAtlas, GUILayout.Width(140f));
			GUILayout.Label("Texture atlas used by widgets", GUILayout.MinWidth(10000f));
			GUILayout.EndHorizontal();

			GUILayout.BeginHorizontal();
			ComponentSelector.Draw<UIFont>(NGUISettings.font, OnSelectFont, GUILayout.Width(140f));
			GUILayout.Label("Font used by labels", GUILayout.MinWidth(10000f));
			GUILayout.EndHorizontal();

			GUILayout.Space(-2f);
			NGUIEditorTools.DrawSeparator();

			GUILayout.BeginHorizontal();
			WidgetType wt = (WidgetType)EditorGUILayout.EnumPopup("Template", mType, GUILayout.Width(200f));
			GUILayout.Space(20f);
			GUILayout.Label("Select a widget template to use");
			GUILayout.EndHorizontal();

			if (mType != wt) { mType = wt; Save(); }

			switch (mType)
			{
				case WidgetType.Label:			CreateLabel(go); break;
				case WidgetType.Sprite:			CreateSprite(go, mSprite); break;
				case WidgetType.Texture:		CreateSimpleTexture(go); break;
				case WidgetType.Button:			CreateButton(go); break;
				case WidgetType.ImageButton:	CreateImageButton(go); break;
				case WidgetType.Checkbox:		CreateCheckbox(go); break;
				case WidgetType.ProgressBar:	CreateSlider(go, false); break;
				case WidgetType.Slider:			CreateSlider(go, true); break;
				case WidgetType.Input:			CreateInput(go); break;
				case WidgetType.PopupList:		CreatePopup(go, true); break;
				case WidgetType.PopupMenu:		CreatePopup(go, false); break;
				case WidgetType.ScrollBar:		CreateScrollBar(go); break;
			}
		}
	}

19 Source : UIFontInspector.cs
with Apache License 2.0
from 365082218

override public void OnInspectorGUI ()
	{
		mFont = target as UIFont;
		EditorGUIUtility.LookLikeControls(80f);

		NGUIEditorTools.DrawSeparator();

        //Lindean
        if (mFont.dynamicFont != null)
        {
            mType = FontType.Dynamic;
        }

		if (mFont.replacement != null)
		{
			mType = FontType.Reference;
			mReplacement = mFont.replacement;
		}
		else if (mFont.dynamicFont_1 != null)
		{
			mType = FontType.Dynamic;
		}

		GUILayout.BeginHorizontal();
		FontType fontType = (FontType)EditorGUILayout.EnumPopup("Font Type", mType);
		GUILayout.Space(18f);
		GUILayout.EndHorizontal();

		if (mType != fontType)
		{
			if (fontType == FontType.Normal)
			{
				OnSelectFont(null);
			}
			else
			{
				mType = fontType;
			}

            //Lindean
			if (mType != FontType.Dynamic && mFont.dynamicFont_1 != null)
				mFont.dynamicFont_1 = null;
		}

        //Lindean
        if (mType == FontType.Dynamic)
        {
            //Lindean - Draw settings for dynamic font
            bool changed = false;
            Font f = EditorGUILayout.ObjectField("Font", mFont.dynamicFont, typeof(Font), false) as Font;
            if (f != mFont.dynamicFont)
            {
                mFont.dynamicFont = f;
                changed = true;
            }

            Material mat = EditorGUILayout.ObjectField("Material", mFont.dynamicFontMaterial_1, typeof(Material), false) as Material;
            if (mat != mFont.dynamicFontMaterial_1)
            {
                mFont.dynamicFontMaterial_1 = mat;
                changed = true;
            }
            if (mFont.dynamicFontMaterial_1 == null)
                GUILayout.Label("Warning: no coloring or clipping when using default font material");

            int i = EditorGUILayout.IntField("Size", mFont.dynamicFontSize);
            if (i != mFont.dynamicFontSize)
            {
                mFont.dynamicFontSize = i;
                changed = true;
            }

            FontStyle style = (FontStyle)EditorGUILayout.EnumPopup("Style", mFont.dynamicFontStyle);
            if (style != mFont.dynamicFontStyle)
            {
                mFont.dynamicFontStyle = style;
                changed = true;
            }

            if (changed)
            {
                //force access to material property as it refreshes the texture replacedignment
                Debug.Log("font changed...");
                Material fontMat = mFont.material;
                if (fontMat.mainTexture == null)
                    Debug.Log("font material texture issue...");
                UIFont.OnFontRebuilt(mFont);
            }

            NGUIEditorTools.DrawSeparator();

            // Font spacing
            GUILayout.BeginHorizontal();
            {
                EditorGUIUtility.LookLikeControls(0f);
                GUILayout.Label("Spacing", GUILayout.Width(60f));
                GUILayout.Label("X", GUILayout.Width(12f));
                int x = EditorGUILayout.IntField(mFont.horizontalSpacing);
                GUILayout.Label("Y", GUILayout.Width(12f));
                int y = EditorGUILayout.IntField(mFont.verticalSpacing);
                EditorGUIUtility.LookLikeControls(80f);

                if (mFont.horizontalSpacing != x || mFont.verticalSpacing != y)
                {
                    NGUIEditorTools.RegisterUndo("Font Spacing", mFont);
                    mFont.horizontalSpacing = x;
                    mFont.verticalSpacing = y;
                }
            }
            GUILayout.EndHorizontal();
        }
        //Lindean

		if (mType == FontType.Reference)
		{
			ComponentSelector.Draw<UIFont>(mFont.replacement, OnSelectFont);

			NGUIEditorTools.DrawSeparator();
			GUILayout.Label("You can have one font simply point to\n" +
				"another one. This is useful if you want to be\n" +
				"able to quickly replace the contents of one\n" +
				"font with another one, for example for\n" +
				"swapping an SD font with an HD one, or\n" +
				"replacing an English font with a Chinese\n" +
				"one. All the labels referencing this font\n" +
				"will update their references to the new one.");

			if (mReplacement != mFont && mFont.replacement != mReplacement)
			{
				NGUIEditorTools.RegisterUndo("Font Change", mFont);
				mFont.replacement = mReplacement;
				UnityEditor.EditorUtility.SetDirty(mFont);
			}
			return;
		}
		else if (mType == FontType.Dynamic)
		{
#if UNITY_3_5
			EditorGUILayout.HelpBox("Dynamic fonts require Unity 4.0 or higher.", MessageType.Error);
#else
			NGUIEditorTools.DrawSeparator();
			Font fnt = EditorGUILayout.ObjectField("TTF Font", mFont.dynamicFont_1, typeof(Font), false) as Font;
			
			if (fnt != mFont.dynamicFont_1)
			{
				NGUIEditorTools.RegisterUndo("Font change", mFont);
				mFont.dynamicFont_1 = fnt;
			}

			GUILayout.BeginHorizontal();
			int size = EditorGUILayout.IntField("Size", mFont.dynamicFontSize_1, GUILayout.Width(120f));
			FontStyle style = (FontStyle)EditorGUILayout.EnumPopup(mFont.dynamicFontStyle_1);
			GUILayout.Space(18f);
			GUILayout.EndHorizontal();

			if (size != mFont.dynamicFontSize_1)
			{
				NGUIEditorTools.RegisterUndo("Font change", mFont);
				mFont.dynamicFontSize_1 = size;
			}

			if (style != mFont.dynamicFontStyle_1)
			{
				NGUIEditorTools.RegisterUndo("Font change", mFont);
				mFont.dynamicFontStyle_1 = style;
			}

			Material mat = EditorGUILayout.ObjectField("Material", mFont.material, typeof(Material), false) as Material;

			if (mFont.material != mat)
			{
				NGUIEditorTools.RegisterUndo("Font Material", mFont);
				mFont.material = mat;
			}
#endif
		}
		else
		{
			NGUIEditorTools.DrawSeparator();

			ComponentSelector.Draw<UIAtlas>(mFont.atlas, OnSelectAtlas);

			if (mFont.atlas != null)
			{
				if (mFont.bmFont.isValid)
				{
					NGUIEditorTools.AdvancedSpriteField(mFont.atlas, mFont.spriteName, SelectSprite, false);
				}
				EditorGUILayout.Space();
			}
			else
			{
				// No atlas specified -- set the material and texture rectangle directly
				Material mat = EditorGUILayout.ObjectField("Material", mFont.material, typeof(Material), false) as Material;

				if (mFont.material != mat)
				{
					NGUIEditorTools.RegisterUndo("Font Material", mFont);
					mFont.material = mat;
				}
			}

			// For updating the font's data when importing from an external source, such as the texture packer
			bool resetWidthHeight = false;

			if (mFont.atlas != null || mFont.material != null)
			{
				Textreplacedet data = EditorGUILayout.ObjectField("Import Data", null, typeof(Textreplacedet), false) as Textreplacedet;

				if (data != null)
				{
					NGUIEditorTools.RegisterUndo("Import Font Data", mFont);
					BMFontReader.Load(mFont.bmFont, NGUITools.GetHierarchy(mFont.gameObject), data.bytes);
					mFont.MarkAsDirty();
					resetWidthHeight = true;
					Debug.Log("Imported " + mFont.bmFont.glyphCount + " characters");
				}
			}

			if (mFont.bmFont.isValid)
			{
				Color green = new Color(0.4f, 1f, 0f, 1f);
				Texture2D tex = mFont.texture;

				if (tex != null)
				{
					if (mFont.atlas == null)
					{
						// Pixels are easier to work with than UVs
						Rect pixels = NGUIMath.ConvertToPixels(mFont.uvRect, tex.width, tex.height, false);

						// Automatically set the width and height of the rectangle to be the original font texture's dimensions
						if (resetWidthHeight)
						{
							pixels.width = mFont.texWidth;
							pixels.height = mFont.texHeight;
						}

						// Font sprite rectangle
						GUI.backgroundColor = green;
						pixels = EditorGUILayout.RectField("Pixel Rect", pixels);
						GUI.backgroundColor = Color.white;

						// Create a button that can make the coordinates pixel-perfect on click
						GUILayout.BeginHorizontal();
						{
							Rect corrected = NGUIMath.MakePixelPerfect(pixels);

							if (corrected == pixels)
							{
								GUI.color = Color.grey;
								GUILayout.Button("Make Pixel-Perfect");
								GUI.color = Color.white;
							}
							else if (GUILayout.Button("Make Pixel-Perfect"))
							{
								pixels = corrected;
								GUI.changed = true;
							}
						}
						GUILayout.EndHorizontal();

						// Convert the pixel coordinates back to UV coordinates
						Rect uvRect = NGUIMath.ConvertToTexCoords(pixels, tex.width, tex.height);

						if (mFont.uvRect != uvRect)
						{
							NGUIEditorTools.RegisterUndo("Font Pixel Rect", mFont);
							mFont.uvRect = uvRect;
						}
						//NGUIEditorTools.DrawSeparator();
						EditorGUILayout.Space();
					}
				}
			}
		}

		// The font must be valid at this point for the rest of the options to show up
		if (mFont.isDynamic || mFont.bmFont.isValid)
		{
			// Font spacing
			GUILayout.BeginHorizontal();
			{
				EditorGUIUtility.LookLikeControls(0f);
				GUILayout.Label("Spacing", GUILayout.Width(60f));
				GUILayout.Label("X", GUILayout.Width(12f));
				int x = EditorGUILayout.IntField(mFont.horizontalSpacing);
				GUILayout.Label("Y", GUILayout.Width(12f));
				int y = EditorGUILayout.IntField(mFont.verticalSpacing);
				GUILayout.Space(18f);
				EditorGUIUtility.LookLikeControls(80f);

				if (mFont.horizontalSpacing != x || mFont.verticalSpacing != y)
				{
					NGUIEditorTools.RegisterUndo("Font Spacing", mFont);
					mFont.horizontalSpacing = x;
					mFont.verticalSpacing = y;
				}
			}
			GUILayout.EndHorizontal();

			if (mFont.atlas == null)
			{
				mView = View.Font;
				mUseShader = false;

				float pixelSize = EditorGUILayout.FloatField("Pixel Size", mFont.pixelSize, GUILayout.Width(120f));

				if (pixelSize != mFont.pixelSize)
				{
					NGUIEditorTools.RegisterUndo("Font Change", mFont);
					mFont.pixelSize = pixelSize;
				}
			}
			EditorGUILayout.Space();
		}

		// Preview option
		if (!mFont.isDynamic && mFont.atlas != null)
		{
			GUILayout.BeginHorizontal();
			{
				mView = (View)EditorGUILayout.EnumPopup("Preview", mView);
				GUILayout.Label("Shader", GUILayout.Width(45f));
				mUseShader = EditorGUILayout.Toggle(mUseShader, GUILayout.Width(20f));
			}
			GUILayout.EndHorizontal();
		}

		// Dynamic fonts don't support emoticons
		if (!mFont.isDynamic && mFont.bmFont.isValid)
		{
			if (mFont.atlas != null)
			{
				NGUIEditorTools.DrawHeader("Symbols and Emoticons");

				List<BMSymbol> symbols = mFont.symbols;

				for (int i = 0; i < symbols.Count; )
				{
					BMSymbol sym = symbols[i];

					GUILayout.BeginHorizontal();
					GUILayout.Label(sym.sequence, GUILayout.Width(40f));
					if (NGUIEditorTools.SimpleSpriteField(mFont.atlas, sym.spriteName, ChangeSymbolSprite))
						mSelectedSymbol = sym;

					if (GUILayout.Button("Edit", GUILayout.Width(40f)))
					{
						if (mFont.atlas != null)
						{
							EditorPrefs.SetString("NGUI Selected Sprite", sym.spriteName);
							NGUIEditorTools.Select(mFont.atlas.gameObject);
						}
					}

					GUI.backgroundColor = Color.red;

					if (GUILayout.Button("X", GUILayout.Width(22f)))
					{
						NGUIEditorTools.RegisterUndo("Remove symbol", mFont);
						mSymbolSequence = sym.sequence;
						mSymbolSprite = sym.spriteName;
						symbols.Remove(sym);
						mFont.MarkAsDirty();
					}
					GUI.backgroundColor = Color.white;
					GUILayout.EndHorizontal();
					GUILayout.Space(4f);
					++i;
				}

				if (symbols.Count > 0)
				{
					NGUIEditorTools.DrawSeparator();
				}

				GUILayout.BeginHorizontal();
				mSymbolSequence = EditorGUILayout.TextField(mSymbolSequence, GUILayout.Width(40f));
				NGUIEditorTools.SimpleSpriteField(mFont.atlas, mSymbolSprite, SelectSymbolSprite);

				bool isValid = !string.IsNullOrEmpty(mSymbolSequence) && !string.IsNullOrEmpty(mSymbolSprite);
				GUI.backgroundColor = isValid ? Color.green : Color.grey;

				if (GUILayout.Button("Add", GUILayout.Width(40f)) && isValid)
				{
					NGUIEditorTools.RegisterUndo("Add symbol", mFont);
					mFont.AddSymbol(mSymbolSequence, mSymbolSprite);
					mFont.MarkAsDirty();
					mSymbolSequence = "";
					mSymbolSprite = "";
				}
				GUI.backgroundColor = Color.white;
				GUILayout.EndHorizontal();

				if (symbols.Count == 0)
				{
					EditorGUILayout.HelpBox("Want to add an emoticon to your font? In the field above type ':)', choose a sprite, then hit the Add button.", MessageType.Info);
				}
				else GUILayout.Space(4f);
			}
		}
	}

19 Source : UIFontMaker.cs
with Apache License 2.0
from 365082218

void OnGUI ()
	{
		string prefabPath = "";
		string matPath = "";

		if (NGUISettings.font != null && NGUISettings.font.name == NGUISettings.fontName)
		{
			prefabPath = replacedetDatabase.GetreplacedetPath(NGUISettings.font.gameObject.GetInstanceID());
			if (NGUISettings.font.material != null) matPath = replacedetDatabase.GetreplacedetPath(NGUISettings.font.material.GetInstanceID());
		}

		// replacedume default values if needed
		if (string.IsNullOrEmpty(NGUISettings.fontName)) NGUISettings.fontName = "New Font";
		if (string.IsNullOrEmpty(prefabPath)) prefabPath = NGUIEditorTools.GetSelectionFolder() + NGUISettings.fontName + ".prefab";
		if (string.IsNullOrEmpty(matPath)) matPath = NGUIEditorTools.GetSelectionFolder() + NGUISettings.fontName + ".mat";

		EditorGUIUtility.LookLikeControls(80f);
		NGUIEditorTools.DrawHeader("Input");

		GUILayout.BeginHorizontal();
		mType = (FontType)EditorGUILayout.EnumPopup("Type", mType);
		GUILayout.Space(18f);
		GUILayout.EndHorizontal();
		int create = 0;

		if (mType == FontType.Dynamic)
		{
			NGUISettings.dynamicFont = EditorGUILayout.ObjectField("Font TTF", NGUISettings.dynamicFont, typeof(Font), false) as Font;

			GUILayout.BeginHorizontal();
			NGUISettings.dynamicFontSize = EditorGUILayout.IntField("Font Size", NGUISettings.dynamicFontSize, GUILayout.Width(120f));
			NGUISettings.dynamicFontStyle = (FontStyle)EditorGUILayout.EnumPopup(NGUISettings.dynamicFontStyle);
			GUILayout.Space(18f);
			GUILayout.EndHorizontal();

			if (NGUISettings.dynamicFont != null)
			{
				NGUIEditorTools.DrawHeader("Output");

				GUILayout.BeginHorizontal();
				GUILayout.Label("Font Name", GUILayout.Width(76f));
				GUI.backgroundColor = Color.white;
				NGUISettings.fontName = GUILayout.TextField(NGUISettings.fontName);
				GUILayout.EndHorizontal();
			}
			NGUIEditorTools.DrawSeparator();

#if UNITY_3_5
			EditorGUILayout.HelpBox("Dynamic fonts require Unity 4.0 or higher.", MessageType.Error);
#else
			// Helpful info
			if (NGUISettings.dynamicFont == null)
			{
				EditorGUILayout.HelpBox("Dynamic font creation happens right in Unity. Simply specify the TrueType font to be used as source.", MessageType.Info);
			}
			EditorGUILayout.HelpBox("Please note that dynamic fonts can't be made a part of an atlas, and they will always be drawn in a separate draw call. You WILL need to adjust transform position's Z rather than depth!", MessageType.Warning);

			if (NGUISettings.dynamicFont != null)
			{
				NGUIEditorTools.DrawSeparator();

				GUILayout.BeginHorizontal();
				GUILayout.FlexibleSpace();
				GUI.backgroundColor = Color.green;

				GameObject go = replacedetDatabase.LoadreplacedetAtPath(prefabPath, typeof(GameObject)) as GameObject;

				if (go != null)
				{
					if (go.GetComponent<UIFont>() != null)
					{
						GUI.backgroundColor = Color.red;
						if (GUILayout.Button("Replace the Font", GUILayout.Width(140f))) create = 1;
					}
					else
					{
						GUI.backgroundColor = Color.grey;
						GUILayout.Button("Rename Your Font", GUILayout.Width(140f));
					}
				}
				else
				{
					GUI.backgroundColor = Color.green;
					if (GUILayout.Button("Create the Font", GUILayout.Width(140f))) create = 1;
				}

				GUI.backgroundColor = Color.white;
				GUILayout.FlexibleSpace();
				GUILayout.EndHorizontal();
			}
#endif
		}
		else
		{
			NGUISettings.fontData = EditorGUILayout.ObjectField("Font Data", NGUISettings.fontData, typeof(Textreplacedet), false) as Textreplacedet;
			NGUISettings.fontTexture = EditorGUILayout.ObjectField("Texture", NGUISettings.fontTexture, typeof(Texture2D), false) as Texture2D;

			// Draw the atlas selection only if we have the font data and texture specified, just to make it easier
			if (NGUISettings.fontData != null && NGUISettings.fontTexture != null)
			{
				NGUIEditorTools.DrawHeader("Output");

				GUILayout.BeginHorizontal();
				GUILayout.Label("Font Name", GUILayout.Width(76f));
				GUI.backgroundColor = Color.white;
				NGUISettings.fontName = GUILayout.TextField(NGUISettings.fontName);
				GUILayout.EndHorizontal();

				ComponentSelector.Draw<UIFont>("Select", NGUISettings.font, OnSelectFont);
				ComponentSelector.Draw<UIAtlas>(NGUISettings.atlas, OnSelectAtlas);
			}
			NGUIEditorTools.DrawSeparator();

			// Helpful info
			if (NGUISettings.fontData == null)
			{
				EditorGUILayout.HelpBox("The bitmap font creation mostly takes place outside of Unity. You can use BMFont on" +
					"Windows or your choice of Glyph Designer or the less expensive bmGlyph on the Mac.\n\n" +
					"Either of these tools will create a FNT file for you that you will drag & drop into the field above.", MessageType.Info);
			}
			else if (NGUISettings.fontTexture == null)
			{
				EditorGUILayout.HelpBox("When exporting your font, you should get two files: the TXT, and the texture. Only one texture can be used per font.", MessageType.Info);
			}
			else if (NGUISettings.atlas == null)
			{
				EditorGUILayout.HelpBox("You can create a font that doesn't use a texture atlas. This will mean that the text " +
					"labels using this font will generate an extra draw call, and will need to be sorted by " +
					"adjusting the Z instead of the Depth.\n\nIf you do specify an atlas, the font's texture will be added to it automatically.", MessageType.Info);

				NGUIEditorTools.DrawSeparator();

				GUILayout.BeginHorizontal();
				GUILayout.FlexibleSpace();
				GUI.backgroundColor = Color.red;
				if (GUILayout.Button("Create a Font without an Atlas", GUILayout.Width(200f))) create = 2;
				GUI.backgroundColor = Color.white;
				GUILayout.FlexibleSpace();
				GUILayout.EndHorizontal();
			}
			else
			{
				GUILayout.BeginHorizontal();
				GUILayout.FlexibleSpace();

				GameObject go = replacedetDatabase.LoadreplacedetAtPath(prefabPath, typeof(GameObject)) as GameObject;

				if (go != null)
				{
					if (go.GetComponent<UIFont>() != null)
					{
						GUI.backgroundColor = Color.red;
						if (GUILayout.Button("Replace the Font", GUILayout.Width(140f))) create = 3;
					}
					else
					{
						GUI.backgroundColor = Color.grey;
						GUILayout.Button("Rename Your Font", GUILayout.Width(140f));
					}
				}
				else
				{
					GUI.backgroundColor = Color.green;
					if (GUILayout.Button("Create the Font", GUILayout.Width(140f))) create = 3;
				}
				GUI.backgroundColor = Color.white;
				GUILayout.FlexibleSpace();
				GUILayout.EndHorizontal();
			}
		}

		if (create != 0)
		{
			GameObject go = replacedetDatabase.LoadreplacedetAtPath(prefabPath, typeof(GameObject)) as GameObject;

			if (go == null || EditorUtility.DisplayDialog("Are you sure?", "Are you sure you want to replace the contents of the " +
				NGUISettings.fontName + " font with the currently selected values? This action can't be undone.", "Yes", "No"))
			{
				// Try to load the material
				Material mat = null;
				
				// Non-atlased font
				if (create == 2)
				{
					mat = replacedetDatabase.LoadreplacedetAtPath(matPath, typeof(Material)) as Material;

					// If the material doesn't exist, create it
					if (mat == null)
					{
						Shader shader = Shader.Find("Unlit/Transparent Colored");
						mat = new Material(shader);

						// Save the material
						replacedetDatabase.Createreplacedet(mat, matPath);
						replacedetDatabase.Refresh();

						// Load the material so it's usable
						mat = replacedetDatabase.LoadreplacedetAtPath(matPath, typeof(Material)) as Material;
					}
					mat.mainTexture = NGUISettings.fontTexture;
				}

				// Font doesn't exist yet
				if (go == null || go.GetComponent<UIFont>() == null)
				{
					// Create a new prefab for the atlas
					Object prefab = CreateEmptyPrefab(prefabPath);

					// Create a new game object for the font
					go = new GameObject(NGUISettings.fontName);
					NGUISettings.font = go.AddComponent<UIFont>();
					CreateFont(NGUISettings.font, create, mat);

					// Update the prefab
					ReplacePrefab(go, prefab);
					DestroyImmediate(go);
					replacedetDatabase.Refresh();

					// Select the atlas
					go = replacedetDatabase.LoadreplacedetAtPath(prefabPath, typeof(GameObject)) as GameObject;
					NGUISettings.font = go.GetComponent<UIFont>();
				}
				else
				{
					NGUISettings.font = go.GetComponent<UIFont>();
					CreateFont(NGUISettings.font, create, mat);
				}
				MarkAsChanged();
			}
		}
	}

19 Source : UIPanelInspector.cs
with Apache License 2.0
from 365082218

public override void OnInspectorGUI ()
	{
		UIPanel panel = target as UIPanel;
		BetterList<UIDrawCall> drawcalls = panel.drawCalls;
		EditorGUIUtility.LookLikeControls(80f);

		//NGUIEditorTools.DrawSeparator();
		EditorGUILayout.Space();

		float alpha = EditorGUILayout.Slider("Alpha", panel.alpha, 0f, 1f);

		if (alpha != panel.alpha)
		{
			NGUIEditorTools.RegisterUndo("Panel Alpha", panel);
			panel.alpha = alpha;
		}

		if (panel.showInPanelTool != EditorGUILayout.Toggle("Panel Tool", panel.showInPanelTool))
		{
			panel.showInPanelTool = !panel.showInPanelTool;
			EditorUtility.SetDirty(panel);
			EditorWindow.FocusWindowIfItsOpen<UIPanelTool>();
		}

		panel.isTop = EditorGUILayout.Toggle("IsTop",panel.isTop);
		panel.isLeft = EditorGUILayout.Toggle("IsLeft",panel.isLeft);
		GUILayout.BeginHorizontal();
		bool norms = EditorGUILayout.Toggle("Normals", panel.generateNormals, GUILayout.Width(100f));
		GUILayout.Label("Needed for lit shaders");
		GUILayout.EndHorizontal();

		if (panel.generateNormals != norms)
		{
			panel.generateNormals = norms;
			panel.UpdateDrawcalls();
			EditorUtility.SetDirty(panel);
		}

		GUILayout.BeginHorizontal();
		bool depth = EditorGUILayout.Toggle("Depth Preplaced", panel.depthPreplaced, GUILayout.Width(100f));
		GUILayout.Label("Doubles draw calls, saves fillrate");
		GUILayout.EndHorizontal();

		if (panel.depthPreplaced != depth)
		{
			panel.depthPreplaced = depth;
			panel.UpdateDrawcalls();
			EditorUtility.SetDirty(panel);
		}

		if (depth)
		{
			UICamera cam = UICamera.FindCameraForLayer(panel.gameObject.layer);

			if (cam == null || cam.GetComponent<Camera>().orthographic)
			{
				EditorGUILayout.HelpBox("Please note that depth preplaced will only save fillrate when used with 3D UIs, and only UIs drawn by the game camera. If you are using a separate camera for the UI, you will not see any benefit!", MessageType.Warning);
			}
		}

		GUILayout.BeginHorizontal();
		bool stat = EditorGUILayout.Toggle("Static", panel.widgetsAreStatic, GUILayout.Width(100f));
		GUILayout.Label("Check if widgets won't move");
		GUILayout.EndHorizontal();

		if (panel.widgetsAreStatic != stat)
		{
			panel.widgetsAreStatic = stat;
			panel.UpdateDrawcalls();
			EditorUtility.SetDirty(panel);
		}

		EditorGUILayout.LabelField("Widgets", panel.widgets.size.ToString());
		EditorGUILayout.LabelField("Draw Calls", drawcalls.size.ToString());

		UIPanel.DebugInfo di = (UIPanel.DebugInfo)EditorGUILayout.EnumPopup("Debug Info", panel.debugInfo);

		if (panel.debugInfo != di)
		{
			panel.debugInfo = di;
			EditorUtility.SetDirty(panel);
		}

		UIDrawCall.Clipping clipping = (UIDrawCall.Clipping)EditorGUILayout.EnumPopup("Clipping", panel.clipping);

		if (panel.clipping != clipping)
		{
			panel.clipping = clipping;
			EditorUtility.SetDirty(panel);
		}

		if (panel.clipping != UIDrawCall.Clipping.None)
		{
			Vector4 range = panel.clipRange;

			GUILayout.BeginHorizontal();
			GUILayout.Space(80f);
			Vector2 pos = EditorGUILayout.Vector2Field("Center", new Vector2(range.x, range.y));
			GUILayout.EndHorizontal();

			GUILayout.BeginHorizontal();
			GUILayout.Space(80f);
			Vector2 size = EditorGUILayout.Vector2Field("Size", new Vector2(range.z, range.w));
			GUILayout.EndHorizontal();

			if (size.x < 0f) size.x = 0f;
			if (size.y < 0f) size.y = 0f;

			range.x = pos.x;
			range.y = pos.y;
			range.z = size.x;
			range.w = size.y;

			if (panel.clipRange != range)
			{
				NGUIEditorTools.RegisterUndo("Clipping Change", panel);
				panel.clipRange = range;
				EditorUtility.SetDirty(panel);
			}

			if (panel.clipping == UIDrawCall.Clipping.SoftClip)
			{
				GUILayout.BeginHorizontal();
				GUILayout.Space(80f);
				Vector2 soft = EditorGUILayout.Vector2Field("Softness", panel.clipSoftness);
				GUILayout.EndHorizontal();

				if (soft.x < 1f) soft.x = 1f;
				if (soft.y < 1f) soft.y = 1f;

				if (panel.clipSoftness != soft)
				{
					NGUIEditorTools.RegisterUndo("Clipping Change", panel);
					panel.clipSoftness = soft;
					EditorUtility.SetDirty(panel);
				}
			}

#if UNITY_ANDROID || UNITY_IPHONE
			if (PlayerSettings.targetGlesGraphics == TargetGlesGraphics.OpenGLES_1_x)
			{
				EditorGUILayout.HelpBox("Clipping requires shader support!\n\nOpen File -> Build Settings -> Player Settings -> Other Settings, then set:\n\n- Graphics Level: OpenGL ES 2.0.", MessageType.Error);
			}
#endif
		}

		if (clipping == UIDrawCall.Clipping.HardClip)
		{
			EditorGUILayout.HelpBox("Hard clipping has been removed due to major performance issues on certain Android devices. Alpha clipping will be used instead.", MessageType.Warning);
		}

		if (clipping != UIDrawCall.Clipping.None && !NGUIEditorTools.IsUniform(panel.transform.lossyScale))
		{
			EditorGUILayout.HelpBox("Clipped panels must have a uniform scale, or clipping won't work properly!", MessageType.Error);
			
			if (GUILayout.Button("Auto-fix"))
			{
				NGUIEditorTools.FixUniform(panel.gameObject);
			}
		}

		foreach (UIDrawCall dc in drawcalls)
		{
			NGUIEditorTools.DrawSeparator();
			EditorGUILayout.ObjectField("Material", dc.material, typeof(Material), false);
			EditorGUILayout.LabelField("Triangles", dc.triangles.ToString());

			if (clipping != UIDrawCall.Clipping.None && !dc.isClipped)
			{
				EditorGUILayout.HelpBox("You must switch this material's shader to Unlit/Transparent Colored or Unlit/Premultiplied Colored in order for clipping to work.",
					MessageType.Warning);
			}
		}
	}

19 Source : UIPopupListInspector.cs
with Apache License 2.0
from 365082218

public override void OnInspectorGUI ()
	{
		EditorGUIUtility.LookLikeControls(80f);
		mList = target as UIPopupList;

		ComponentSelector.Draw<UIAtlas>(mList.atlas, OnSelectAtlas);
		ComponentSelector.Draw<UIFont>(mList.font, OnSelectFont);

		GUILayout.BeginHorizontal();
		UILabel lbl = EditorGUILayout.ObjectField("Text Label", mList.textLabel, typeof(UILabel), true) as UILabel;

		if (mList.textLabel != lbl)
		{
			RegisterUndo();
			mList.textLabel = lbl;
			if (lbl != null) lbl.text = mList.selection;
		}
		GUILayout.Space(44f);
		GUILayout.EndHorizontal();

		if (mList.atlas != null)
		{
			NGUIEditorTools.SpriteField("Background", mList.atlas, mList.backgroundSprite, OnBackground);
			NGUIEditorTools.SpriteField("Highlight", mList.atlas, mList.highlightSprite, OnHighlight);

			GUILayout.BeginHorizontal();
			GUILayout.Space(6f);
			GUILayout.Label("Options");
			GUILayout.EndHorizontal();

			string text = "";
			foreach (string s in mList.items) text += s + "\n";

			GUILayout.Space(-14f);
			GUILayout.BeginHorizontal();
			GUILayout.Space(84f);
			string modified = EditorGUILayout.TextArea(text, GUILayout.Height(100f));
			GUILayout.EndHorizontal();

			if (modified != text)
			{
				RegisterUndo();
				string[] split = modified.Split(new char[] { '\n' }, System.StringSplitOptions.RemoveEmptyEntries);
				mList.items.Clear();
				foreach (string s in split) mList.items.Add(s);

				if (string.IsNullOrEmpty(mList.selection) || !mList.items.Contains(mList.selection))
				{
					mList.selection = mList.items.Count > 0 ? mList.items[0] : "";
				}
			}

			string sel = NGUIEditorTools.DrawList("Selection", mList.items.ToArray(), mList.selection);

			if (mList.selection != sel)
			{
				RegisterUndo();
				mList.selection = sel;
			}

			UIPopupList.Position pos = (UIPopupList.Position)EditorGUILayout.EnumPopup("Position", mList.position);

			if (mList.position != pos)
			{
				RegisterUndo();
				mList.position = pos;
			}

			float ts = EditorGUILayout.FloatField("Text Scale", mList.textScale);
			Color tc = EditorGUILayout.ColorField("Text Color", mList.textColor);
			Color bc = EditorGUILayout.ColorField("Background", mList.backgroundColor);
			Color hc = EditorGUILayout.ColorField("Highlight", mList.highlightColor);

			GUILayout.BeginHorizontal();
			bool isLocalized = EditorGUILayout.Toggle("Localized", mList.isLocalized, GUILayout.Width(100f));
			bool isAnimated = EditorGUILayout.Toggle("Animated", mList.isAnimated);
			GUILayout.EndHorizontal();

			if (mList.textScale != ts ||
				mList.textColor != tc ||
				mList.highlightColor != hc ||
				mList.backgroundColor != bc ||
				mList.isLocalized != isLocalized ||
				mList.isAnimated != isAnimated)
			{
				RegisterUndo();
				mList.textScale = ts;
				mList.textColor = tc;
				mList.backgroundColor = bc;
				mList.highlightColor = hc;
				mList.isLocalized = isLocalized;
				mList.isAnimated = isAnimated;
			}

			NGUIEditorTools.DrawSeparator();

			GUILayout.BeginHorizontal();
			GUILayout.Space(6f);
			GUILayout.Label("Padding", GUILayout.Width(76f));
			GUILayout.BeginVertical();
			GUILayout.Space(-12f);
			Vector2 padding = EditorGUILayout.Vector2Field("", mList.padding);
			GUILayout.EndVertical();
			GUILayout.EndHorizontal();
			
			if (mList.padding != padding)
			{
				RegisterUndo();
				mList.padding = padding;
			}

			EditorGUIUtility.LookLikeControls(100f);

			GameObject go = EditorGUILayout.ObjectField("Event Receiver", mList.eventReceiver,
				typeof(GameObject), true) as GameObject;

			string fn = EditorGUILayout.TextField("Function Name", mList.functionName);

			if (mList.eventReceiver != go || mList.functionName != fn)
			{
				RegisterUndo();
				mList.eventReceiver = go;
				mList.functionName = fn;
			}
		}
	}

19 Source : UISliderInspector.cs
with Apache License 2.0
from 365082218

void ValidatePivot (Transform fg, string name, UISlider.Direction dir)
	{
		if (fg != null)
		{
			UISprite sprite = fg.GetComponent<UISprite>();

			if (sprite != null && sprite.type != UISprite.Type.Filled)
			{
				if (dir == UISlider.Direction.Horizontal)
				{
					if (sprite.pivot != UIWidget.Pivot.Left &&
						sprite.pivot != UIWidget.Pivot.TopLeft &&
						sprite.pivot != UIWidget.Pivot.BottomLeft)
					{
						GUI.color = new Color(1f, 0.7f, 0f);
						GUILayout.Label(name + " should use a Left pivot");
						GUI.color = Color.white;
					}
				}
				else if (sprite.pivot != UIWidget.Pivot.BottomLeft &&
						 sprite.pivot != UIWidget.Pivot.Bottom &&
						 sprite.pivot != UIWidget.Pivot.BottomRight)
				{
					GUI.color = new Color(1f, 0.7f, 0f);
					GUILayout.Label(name + " should use a Bottom pivot");
					GUI.color = Color.white;
				}
			}
		}
	}

19 Source : AntialiasingEditor.cs
with Apache License 2.0
from 365082218

public override void OnInspectorGUI()
        {
            serObj.Update();

            GUILayout.Label("Luminance based fullscreen antialiasing", EditorStyles.miniBoldLabel);

            EditorGUILayout.PropertyField(mode, new GUIContent("Technique"));

            Material mat = (target as Antialiasing).CurrentAAMaterial();
            if (null == mat && (target as Antialiasing).enabled)
            {
                EditorGUILayout.HelpBox("This AA technique is currently not supported. Choose a different technique or disable the effect and use MSAA instead.", MessageType.Warning);
            }

            if (mode.enumValueIndex == (int) AAMode.NFAA)
            {
                EditorGUILayout.PropertyField(offsetScale, new GUIContent("Edge Detect Ofs"));
                EditorGUILayout.PropertyField(blurRadius, new GUIContent("Blur Radius"));
                EditorGUILayout.PropertyField(showGeneratedNormals, new GUIContent("Show Normals"));
            }
            else if (mode.enumValueIndex == (int) AAMode.DLAA)
            {
                EditorGUILayout.PropertyField(dlaaSharp, new GUIContent("Sharp"));
            }
            else if (mode.enumValueIndex == (int) AAMode.FXAA3Console)
            {
                EditorGUILayout.PropertyField(edgeThresholdMin, new GUIContent("Edge Min Threshhold"));
                EditorGUILayout.PropertyField(edgeThreshold, new GUIContent("Edge Threshhold"));
                EditorGUILayout.PropertyField(edgeSharpness, new GUIContent("Edge Sharpness"));
            }

            serObj.ApplyModifiedProperties();
        }

19 Source : BloomAndFlaresEditor.cs
with Apache License 2.0
from 365082218

public override void OnInspectorGUI () {
            serObj.Update();

            GUILayout.Label("HDR " + (hdr.enumValueIndex == 0 ? "auto detected, " : (hdr.enumValueIndex == 1 ? "forced on, " : "disabled, ")) + (useSrcAlphaAsMask.floatValue < 0.1f ? " ignoring alpha channel glow information" : " using alpha channel glow information"), EditorStyles.miniBoldLabel);

            EditorGUILayout.PropertyField (tweakMode, new GUIContent("Tweak mode"));
            EditorGUILayout.PropertyField (screenBlendMode, new GUIContent("Blend mode"));
            EditorGUILayout.PropertyField (hdr, new GUIContent("HDR"));

            // display info text when screen blend mode cannot be used
            Camera cam = (target as BloomAndFlares).GetComponent<Camera>();
            if (cam != null) {
                if (screenBlendMode.enumValueIndex==0 && ((cam.allowHDR && hdr.enumValueIndex==0) || (hdr.enumValueIndex==1))) {
                    EditorGUILayout.HelpBox("Screen blend is not supported in HDR. Using 'Add' instead.", MessageType.Info);
                }
            }

            if (1 == tweakMode.intValue)
                EditorGUILayout.PropertyField (lensflares, new GUIContent("Cast lens flares"));

            EditorGUILayout.Separator ();

            EditorGUILayout.PropertyField (bloomIntensity, new GUIContent("Intensity"));
            bloomthreshold.floatValue = EditorGUILayout.Slider ("threshold", bloomthreshold.floatValue, -0.05f, 4.0f);
            bloomBlurIterations.intValue = EditorGUILayout.IntSlider ("Blur iterations", bloomBlurIterations.intValue, 1, 4);
            sepBlurSpread.floatValue = EditorGUILayout.Slider ("Blur spread", sepBlurSpread.floatValue, 0.1f, 10.0f);

            if (1 == tweakMode.intValue)
                useSrcAlphaAsMask.floatValue = EditorGUILayout.Slider (new  GUIContent("Use alpha mask", "Make alpha channel define glowiness"), useSrcAlphaAsMask.floatValue, 0.0f, 1.0f);
            else
                useSrcAlphaAsMask.floatValue = 0.0f;

            if (1 == tweakMode.intValue) {
                EditorGUILayout.Separator ();

                if (lensflares.boolValue) {

                    // further lens flare tweakings
                    if (0 != tweakMode.intValue)
                        EditorGUILayout.PropertyField (lensflareMode, new GUIContent("Lens flare mode"));
                    else
                        lensflareMode.enumValueIndex = 0;

                    EditorGUILayout.PropertyField(lensFlareVignetteMask, new GUIContent("Lens flare mask", "This mask is needed to prevent lens flare artifacts"));

                    EditorGUILayout.PropertyField (lensflareIntensity, new GUIContent("Local intensity"));
                    lensflarethreshold.floatValue = EditorGUILayout.Slider ("Local threshold", lensflarethreshold.floatValue, 0.0f, 1.0f);

                    if (lensflareMode.intValue == 0) {
                        // ghosting
                        EditorGUILayout.BeginHorizontal ();
                        EditorGUILayout.PropertyField (flareColorA, new GUIContent("1st Color"));
                        EditorGUILayout.PropertyField (flareColorB, new GUIContent("2nd Color"));
                        EditorGUILayout.EndHorizontal ();

                        EditorGUILayout.BeginHorizontal ();
                        EditorGUILayout.PropertyField (flareColorC, new GUIContent("3rd Color"));
                        EditorGUILayout.PropertyField (flareColorD, new GUIContent("4th Color"));
                        EditorGUILayout.EndHorizontal ();
                    }
                    else if (lensflareMode.intValue == 1) {
                        // hollywood
                        EditorGUILayout.PropertyField (hollyStretchWidth, new GUIContent("Stretch width"));
                        hollywoodFlareBlurIterations.intValue = EditorGUILayout.IntSlider ("Blur iterations", hollywoodFlareBlurIterations.intValue, 1, 4);

                        EditorGUILayout.PropertyField (flareColorA, new GUIContent("Tint Color"));
                    }
                    else if (lensflareMode.intValue == 2) {
                        // both
                        EditorGUILayout.PropertyField (hollyStretchWidth, new GUIContent("Stretch width"));
                        hollywoodFlareBlurIterations.intValue = EditorGUILayout.IntSlider ("Blur iterations", hollywoodFlareBlurIterations.intValue, 1, 4);

                        EditorGUILayout.BeginHorizontal ();
                        EditorGUILayout.PropertyField (flareColorA, new GUIContent("1st Color"));
                        EditorGUILayout.PropertyField (flareColorB, new GUIContent("2nd Color"));
                        EditorGUILayout.EndHorizontal ();

                        EditorGUILayout.BeginHorizontal ();
                        EditorGUILayout.PropertyField (flareColorC, new GUIContent("3rd Color"));
                        EditorGUILayout.PropertyField (flareColorD, new GUIContent("4th Color"));
                        EditorGUILayout.EndHorizontal ();
                    }
                }
            } else
                lensflares.boolValue = false; // disable lens flares in simple tweak mode

            serObj.ApplyModifiedProperties();
        }

19 Source : EdgeDetectionEditor.cs
with Apache License 2.0
from 365082218

public override void OnInspectorGUI () {
            serObj.Update ();

            GUILayout.Label("Detects spatial differences and converts into black outlines", EditorStyles.miniBoldLabel);
            EditorGUILayout.PropertyField (mode, new GUIContent("Mode"));

            if (mode.intValue < 2) {
                EditorGUILayout.PropertyField (sensitivityDepth, new GUIContent(" Depth Sensitivity"));
                EditorGUILayout.PropertyField (sensitivityNormals, new GUIContent(" Normals Sensitivity"));
            }
            else if (mode.intValue < 4) {
                EditorGUILayout.PropertyField (edgeExp, new GUIContent(" Edge Exponent"));
            }
            else {
                // lum based mode
                EditorGUILayout.PropertyField (lumThreshold, new GUIContent(" Luminance Threshold"));
            }

            EditorGUILayout.PropertyField (sampleDist, new GUIContent(" Sample Distance"));

            EditorGUILayout.Separator ();

            GUILayout.Label ("Background Options");
            edgesOnly.floatValue = EditorGUILayout.Slider (" Edges only", edgesOnly.floatValue, 0.0f, 1.0f);
            EditorGUILayout.PropertyField (edgesOnlyBgColor, new GUIContent (" Color"));

            serObj.ApplyModifiedProperties();
        }

19 Source : SunShaftsEditor.cs
with Apache License 2.0
from 365082218

public override void OnInspectorGUI () {
            serObj.Update ();

            EditorGUILayout.BeginHorizontal();

            EditorGUILayout.PropertyField (useDepthTexture, new GUIContent ("Rely on Z Buffer?"));
            if ((target as SunShafts).GetComponent<Camera>())
                GUILayout.Label("Current camera mode: "+ (target as SunShafts).GetComponent<Camera>().depthTextureMode, EditorStyles.miniBoldLabel);

            EditorGUILayout.EndHorizontal();

            // depth buffer need
            /*
		bool  newVal = useDepthTexture.boolValue;
		if (newVal != oldVal) {
			if (newVal)
				(target as SunShafts).camera.depthTextureMode |= DepthTextureMode.Depth;
			else
				(target as SunShafts).camera.depthTextureMode &= ~DepthTextureMode.Depth;
		}
		*/

            EditorGUILayout.PropertyField (resolution,  new GUIContent("Resolution"));
            EditorGUILayout.PropertyField (screenBlendMode, new GUIContent("Blend mode"));

            EditorGUILayout.Separator ();

            EditorGUILayout.BeginHorizontal();

            EditorGUILayout.PropertyField (sunTransform, new GUIContent("Shafts caster", "Chose a transform that acts as a root point for the produced sun shafts"));
            if ((target as SunShafts).sunTransform && (target as SunShafts).GetComponent<Camera>()) {
                if (GUILayout.Button("Center on " + (target as SunShafts).GetComponent<Camera>().name)) {
                    if (EditorUtility.DisplayDialog ("Move sun shafts source?", "The SunShafts caster named "+ (target as SunShafts).sunTransform.name +"\n will be centered along "+(target as SunShafts).GetComponent<Camera>().name+". Are you sure? ", "Please do", "Don't")) {
                        Ray ray = (target as SunShafts).GetComponent<Camera>().ViewportPointToRay(new Vector3(0.5f,0.5f,0));
                        (target as SunShafts).sunTransform.position = ray.origin + ray.direction * 500.0f;
                        (target as SunShafts).sunTransform.LookAt ((target as SunShafts).transform);
                    }
                }
            }

            EditorGUILayout.EndHorizontal();

            EditorGUILayout.Separator ();

            EditorGUILayout.PropertyField (sunThreshold,  new GUIContent ("Threshold color"));
            EditorGUILayout.PropertyField (sunColor,  new GUIContent ("Shafts color"));
            maxRadius.floatValue = 1.0f - EditorGUILayout.Slider ("Distance falloff", 1.0f - maxRadius.floatValue, 0.1f, 1.0f);

            EditorGUILayout.Separator ();

            sunShaftBlurRadius.floatValue = EditorGUILayout.Slider ("Blur size", sunShaftBlurRadius.floatValue, 1.0f, 10.0f);
            radialBlurIterations.intValue = EditorGUILayout.IntSlider ("Blur iterations", radialBlurIterations.intValue, 1, 3);

            EditorGUILayout.Separator ();

            EditorGUILayout.PropertyField (sunShaftIntensity,  new GUIContent("Intensity"));

            serObj.ApplyModifiedProperties();
        }

19 Source : TonemappingEditor.cs
with Apache License 2.0
from 365082218

public override void OnInspectorGUI () {
            serObj.Update ();

            GUILayout.Label("Mapping HDR to LDR ranges since 1982", EditorStyles.miniLabel);

            Camera cam = (target as Tonemapping).GetComponent<Camera>();
            if (cam != null) {
                if (!cam.allowHDR) {
                    EditorGUILayout.HelpBox("The camera is not HDR enabled. This will likely break the Tonemapper.", MessageType.Warning);
                }
                else if (!(target as Tonemapping).validRenderTextureFormat) {
                    EditorGUILayout.HelpBox("The input to Tonemapper is not in HDR. Make sure that all effects prior to this are executed in HDR.", MessageType.Warning);
                }
            }

            EditorGUILayout.PropertyField (type, new GUIContent ("Technique"));

            if (type.enumValueIndex == (int) Tonemapping.TonemapperType.UserCurve) {
                EditorGUILayout.PropertyField (remapCurve, new GUIContent ("Remap curve", "Specify the mapping of luminances yourself"));
            } else if (type.enumValueIndex == (int) Tonemapping.TonemapperType.SimpleReinhard) {
                EditorGUILayout.PropertyField (exposureAdjustment, new GUIContent ("Exposure", "Exposure adjustment"));
            } else if (type.enumValueIndex == (int) Tonemapping.TonemapperType.Hable) {
                EditorGUILayout.PropertyField (exposureAdjustment, new GUIContent ("Exposure", "Exposure adjustment"));
            } else if (type.enumValueIndex == (int) Tonemapping.TonemapperType.Photographic) {
                EditorGUILayout.PropertyField (exposureAdjustment, new GUIContent ("Exposure", "Exposure adjustment"));
            } else if (type.enumValueIndex == (int) Tonemapping.TonemapperType.OptimizedHejiDawson) {
                EditorGUILayout.PropertyField (exposureAdjustment, new GUIContent ("Exposure", "Exposure adjustment"));
            } else if (type.enumValueIndex == (int) Tonemapping.TonemapperType.AdaptiveReinhard) {
                EditorGUILayout.PropertyField (middleGrey, new GUIContent ("Middle grey", "Middle grey defines the average luminance thus brightening or darkening the entire image."));
                EditorGUILayout.PropertyField (white, new GUIContent ("White", "Smallest luminance value that will be mapped to white"));
                EditorGUILayout.PropertyField (adaptionSpeed, new GUIContent ("Adaption Speed", "Speed modifier for the automatic adaption"));
                EditorGUILayout.PropertyField (adaptiveTextureSize, new GUIContent ("Texture size", "Defines the amount of downsamples needed."));
            } else if (type.enumValueIndex == (int) Tonemapping.TonemapperType.AdaptiveReinhardAutoWhite) {
                EditorGUILayout.PropertyField (middleGrey, new GUIContent ("Middle grey", "Middle grey defines the average luminance thus brightening or darkening the entire image."));
                EditorGUILayout.PropertyField (adaptionSpeed, new GUIContent ("Adaption Speed", "Speed modifier for the automatic adaption"));
                EditorGUILayout.PropertyField (adaptiveTextureSize, new GUIContent ("Texture size", "Defines the amount of downsamples needed."));
            }

            GUILayout.Label("All following effects will use LDR color buffers", EditorStyles.miniBoldLabel);

            serObj.ApplyModifiedProperties();
        }

19 Source : CheckResources.cs
with Apache License 2.0
from 365082218

void ListTextures ()
		{
				textureListScrollPos = EditorGUILayout.BeginScrollView (textureListScrollPos);
		
				foreach (TextureDetails tDetails in ActiveTextures) {			
			
						GUILayout.BeginHorizontal ();
						GUILayout.Box (tDetails.texture, GUILayout.Width (ThumbnailWidth), GUILayout.Height (ThumbnailHeight));
			
						if (GUILayout.Button (tDetails.texture.name, GUILayout.Width (150))) {
								SelectObject (tDetails.texture, ctrlPressed);
						}
			
						string sizeLabel = "" + tDetails.texture.width + "x" + tDetails.texture.height;
						if (tDetails.isCubeMap)
								sizeLabel += "x6";
						sizeLabel += " - " + tDetails.mipMapCount + "mip";
						sizeLabel += "\n" + FormatSizeString (tDetails.memSizeKB) + " - " + tDetails.format + "";
			
						GUILayout.Label (sizeLabel, GUILayout.Width (120));
			
						if (GUILayout.Button (tDetails.FoundInMaterials.Count + " Mat", GUILayout.Width (50))) {
								SelectObjects (tDetails.FoundInMaterials, ctrlPressed);
						}
			
						if (GUILayout.Button (tDetails.FoundInRenderers.Count + " GO", GUILayout.Width (50))) {
								List<Object> FoundObjects = new List<Object> ();
								foreach (Renderer renderer in tDetails.FoundInRenderers)
										FoundObjects.Add (renderer.gameObject);
								SelectObjects (FoundObjects, ctrlPressed);
						}
			
						GUILayout.EndHorizontal ();	
				}
				if (ActiveTextures.Count > 0) {
						GUILayout.BeginHorizontal ();
						GUILayout.Box (" ", GUILayout.Width (ThumbnailWidth), GUILayout.Height (ThumbnailHeight));
			
						if (GUILayout.Button ("Select All", GUILayout.Width (150))) {
								List<Object> AllTextures = new List<Object> ();
								foreach (TextureDetails tDetails in ActiveTextures)
										AllTextures.Add (tDetails.texture);
								SelectObjects (AllTextures, ctrlPressed);
						}
						EditorGUILayout.EndHorizontal ();
				}
				EditorGUILayout.EndScrollView ();
		}

19 Source : CheckResources.cs
with Apache License 2.0
from 365082218

void ListMaterials ()
		{
				materialListScrollPos = EditorGUILayout.BeginScrollView (materialListScrollPos);
		
				foreach (MaterialDetails tDetails in ActiveMaterials) {			
						if (tDetails.material != null) {
								GUILayout.BeginHorizontal ();
				
								if (tDetails.material.mainTexture != null)
										GUILayout.Box (tDetails.material.mainTexture, GUILayout.Width (ThumbnailWidth), GUILayout.Height (ThumbnailHeight));
								else {
										GUILayout.Box ("n/a", GUILayout.Width (ThumbnailWidth), GUILayout.Height (ThumbnailHeight));
								}
				
								if (GUILayout.Button (tDetails.material.name, GUILayout.Width (150))) {
										SelectObject (tDetails.material, ctrlPressed);
								}
				
								string shaderLabel = tDetails.material.shader != null ? tDetails.material.shader.name : "no shader";
								GUILayout.Label (shaderLabel, GUILayout.Width (200));
				
								if (GUILayout.Button (tDetails.FoundInRenderers.Count + " GO", GUILayout.Width (50))) {
										List<Object> FoundObjects = new List<Object> ();
										foreach (Renderer renderer in tDetails.FoundInRenderers)
												FoundObjects.Add (renderer.gameObject);
										SelectObjects (FoundObjects, ctrlPressed);
								}
				
				
								GUILayout.EndHorizontal ();	
						}
				}
				EditorGUILayout.EndScrollView ();		
		}

19 Source : CheckResources.cs
with Apache License 2.0
from 365082218

void ListMeshes ()
		{
				meshListScrollPos = EditorGUILayout.BeginScrollView (meshListScrollPos);
		
				foreach (MeshDetails tDetails in ActiveMeshDetails) {			
						if (tDetails.mesh != null) {
								GUILayout.BeginHorizontal ();
								/*
				if (tDetails.material.mainTexture!=null) GUILayout.Box(tDetails.material.mainTexture, GUILayout.Width(ThumbnailWidth), GUILayout.Height(ThumbnailHeight));
				else	
				{
					GUILayout.Box("n/a",GUILayout.Width(ThumbnailWidth),GUILayout.Height(ThumbnailHeight));
				}
				*/
				
								if (GUILayout.Button (tDetails.mesh.name, GUILayout.Width (150))) {
										SelectObject (tDetails.mesh, ctrlPressed);
								}
								string sizeLabel = "" + tDetails.mesh.vertexCount + " vert";
				
								GUILayout.Label (sizeLabel, GUILayout.Width (100));
				
				
								if (GUILayout.Button (tDetails.FoundInMeshFilters.Count + " GO", GUILayout.Width (50))) {
										List<Object> FoundObjects = new List<Object> ();
										foreach (MeshFilter meshFilter in tDetails.FoundInMeshFilters)
												FoundObjects.Add (meshFilter.gameObject);
										SelectObjects (FoundObjects, ctrlPressed);
								}
				
								if (GUILayout.Button (tDetails.FoundInSkinnedMeshRenderer.Count + " GO", GUILayout.Width (50))) {
										List<Object> FoundObjects = new List<Object> ();
										foreach (SkinnedMeshRenderer skinnedMeshRenderer in tDetails.FoundInSkinnedMeshRenderer)
												FoundObjects.Add (skinnedMeshRenderer.gameObject);
										SelectObjects (FoundObjects, ctrlPressed);
								}
				
				
								GUILayout.EndHorizontal ();	
						}
				}
				EditorGUILayout.EndScrollView ();		
		}

19 Source : UICreateWidgetWizard.cs
with Apache License 2.0
from 365082218

static public bool ShouldCreate (GameObject go, bool isValid)
	{
		GUI.color = isValid ? Color.green : Color.grey;

		GUILayout.BeginHorizontal();
		bool retVal = GUILayout.Button("Add To", GUILayout.Width(76f));
		GUI.color = Color.white;
		GameObject sel = EditorGUILayout.ObjectField(go, typeof(GameObject), true, GUILayout.Width(140f)) as GameObject;
		GUILayout.Label("Select the parent in the Hierarchy View", GUILayout.MinWidth(10000f));
		GUILayout.EndHorizontal();

		if (sel != go) Selection.activeGameObject = sel;

		if (retVal && isValid)
		{
			NGUIEditorTools.RegisterUndo("Add a Widget");
			return true;
		}
		return false;
	}

19 Source : UICreateWidgetWizard.cs
with Apache License 2.0
from 365082218

void CreateLabel (GameObject go)
	{
		GUILayout.BeginHorizontal();
		Color c = EditorGUILayout.ColorField("Color", mColor, GUILayout.Width(220f));
		GUILayout.Label("Color tint the label will start with");
		GUILayout.EndHorizontal();

		if (mColor != c)
		{
			mColor = c;
			Save();
		}

		if (ShouldCreate(go, NGUISettings.font != null))
		{
			UILabel lbl = NGUITools.AddWidget<UILabel>(go);
			lbl.font = NGUISettings.font;
			lbl.text = "New Label";
			lbl.color = mColor;
			lbl.MakePixelPerfect();
			Selection.activeGameObject = lbl.gameObject;
		}
	}

19 Source : UICreateWidgetWizard.cs
with Apache License 2.0
from 365082218

void CreateSprite (GameObject go, string field)
	{
		if (NGUISettings.atlas != null)
		{
			NGUIEditorTools.SpriteField("Sprite", "Sprite that will be created", NGUISettings.atlas, field, OnSprite);

			if (!string.IsNullOrEmpty(field))
			{
				GUILayout.BeginHorizontal();
				NGUISettings.pivot = (UIWidget.Pivot)EditorGUILayout.EnumPopup("Pivot", NGUISettings.pivot, GUILayout.Width(200f));
				GUILayout.Space(20f);
				GUILayout.Label("Initial pivot point used by the sprite");
				GUILayout.EndHorizontal();
			}
		}

		if (ShouldCreate(go, NGUISettings.atlas != null))
		{
			UISprite sprite = NGUITools.AddWidget<UISprite>(go);
			sprite.name = sprite.name + " (" + field + ")";
			sprite.atlas = NGUISettings.atlas;
			sprite.spriteName = field;
			sprite.pivot = NGUISettings.pivot;
			sprite.MakePixelPerfect();
			Selection.activeGameObject = sprite.gameObject;
		}
	}

19 Source : UIPanelTool.cs
with Apache License 2.0
from 365082218

bool DrawRow (Entry ent, UIPanel selected, bool isChecked)
	{
		bool retVal = false;
		string panelName, layer, widgetCount, drawCalls, clipping;

		if (ent != null)
		{
			panelName = ent.panel.name;
			layer = LayerMask.LayerToName(ent.panel.gameObject.layer);
			widgetCount = ent.widgets.Count.ToString();
			drawCalls = ent.panel.drawCalls.size.ToString();
			clipping = (ent.panel.clipping != UIDrawCall.Clipping.None) ? "Yes" : "";
		}
		else
		{
			panelName = "Panel's Name";
			layer = "Layer";
			widgetCount = "WG";
			drawCalls = "DC";
			clipping = "Clip";
		}

		if (ent != null) NGUIEditorTools.HighlightLine(ent.isEnabled ? new Color(0.6f, 0.6f, 0.6f) : Color.black);

		GUILayout.BeginHorizontal();
		{
			GUI.color = Color.white;

			if (isChecked != EditorGUILayout.Toggle(isChecked, GUILayout.Width(20f))) retVal = true;

			if (ent == null)
			{
				GUI.contentColor = Color.white;
			}
			else if (ent.isEnabled)
			{
				GUI.contentColor = (ent.panel == selected) ? new Color(0f, 0.8f, 1f) : Color.white; 
			}
			else
			{
				GUI.contentColor = (ent.panel == selected) ? new Color(0f, 0.5f, 0.8f) : Color.grey;
			}

#if UNITY_3_4
			if (GUILayout.Button(panelName, EditorStyles.structHeadingLabel, GUILayout.MinWidth(100f)))
#else
			if (GUILayout.Button(panelName, EditorStyles.label, GUILayout.MinWidth(100f)))
#endif
			{
				if (ent != null)
				{
					Selection.activeGameObject = ent.panel.gameObject;
					EditorUtility.SetDirty(ent.panel.gameObject);
				}
			}

			GUILayout.Label(layer, GUILayout.Width(ent == null ? 65f : 70f));
			GUILayout.Label(widgetCount, GUILayout.Width(30f));
			GUILayout.Label(drawCalls, GUILayout.Width(30f));
			GUILayout.Label(clipping, GUILayout.Width(30f));

			if (ent == null)
			{
				GUILayout.Label("Giz", GUILayout.Width(24f));
			}
			else
			{
				GUI.contentColor = ent.isEnabled ? Color.white : new Color(0.7f, 0.7f, 0.7f);
				bool debug = (ent.panel.debugInfo == UIPanel.DebugInfo.Gizmos);

				if (debug != EditorGUILayout.Toggle(debug, GUILayout.Width(20f)))
				{
					// debug != value, so it's currently inverse
					ent.panel.debugInfo = debug ? UIPanel.DebugInfo.None : UIPanel.DebugInfo.Gizmos;
					EditorUtility.SetDirty(ent.panel.gameObject);
				}
			}
		}
		GUILayout.EndHorizontal();
		return retVal;
	}

19 Source : UIPanelTool.cs
with Apache License 2.0
from 365082218

void OnGUI ()
	{
		List<UIPanel> panels = GetListOfPanels();

		if (panels != null && panels.Count > 0)
		{
			UIPanel selectedPanel = NGUITools.FindInParents<UIPanel>(Selection.activeGameObject);

			// First, collect a list of panels with their replacedociated widgets
			List<Entry> entries = new List<Entry>();
			Entry selectedEntry = null;
			bool allEnabled = true;

			foreach (UIPanel panel in panels)
			{
				Entry ent = new Entry();
				ent.panel = panel;
				ent.widgets = GetWidgets(panel);
				ent.isEnabled = panel.enabled && NGUITools.GetActive(panel.gameObject);
				ent.widgetsEnabled = ent.isEnabled;

				if (ent.widgetsEnabled)
				{
					foreach (UIWidget w in ent.widgets)
					{
						if (!NGUITools.GetActive(w.gameObject))
						{
							allEnabled = false;
							ent.widgetsEnabled = false;
							break;
						}
					}
				}
				else allEnabled = false;
				entries.Add(ent);
			}

			// Sort the list alphabetically
			entries.Sort(Compare);

			EditorGUIUtility.LookLikeControls(80f);
			bool showAll = DrawRow(null, null, allEnabled);
			NGUIEditorTools.DrawSeparator();

			mScroll = GUILayout.BeginScrollView(mScroll);

			foreach (Entry ent in entries)
			{
				if (DrawRow(ent, selectedPanel, ent.widgetsEnabled))
				{
					selectedEntry = ent;
				}
			}
			GUILayout.EndScrollView();

			if (showAll)
			{
				foreach (Entry ent in entries)
				{
					SetActiveState(ent.panel, !allEnabled);
				}
			}
			else if (selectedEntry != null)
			{
				SetActiveState(selectedEntry.panel, !selectedEntry.widgetsEnabled);
			}
		}
		else
		{
			GUILayout.Label("No UI Panels found in the scene");
		}
	}

19 Source : NGUIDebug.cs
with Apache License 2.0
from 365082218

void OnGUI()
	{
		for (int i = 0, imax = mLines.Count; i < imax; ++i)
		{
			GUILayout.Label(mLines[i]);
		}
	}

19 Source : ScreenshotTaker.cs
with Apache License 2.0
from activey

void OnGUI()
	{
		EditorGUILayout.LabelField ("Resolution", EditorStyles.boldLabel);
		resWidth = EditorGUILayout.IntField ("Width", resWidth);
		resHeight = EditorGUILayout.IntField ("Height", resHeight);

		EditorGUILayout.Space();

		scale = EditorGUILayout.IntSlider ("Scale", scale, 1, 15);

		EditorGUILayout.HelpBox("The default mode of screenshot is crop - so choose a proper width and height. The scale is a factor " +
			"to multiply or enlarge the renders without loosing quality.",MessageType.None);

		
		EditorGUILayout.Space();
		
		
		GUILayout.Label ("Save Path", EditorStyles.boldLabel);

		EditorGUILayout.BeginHorizontal();
		EditorGUILayout.TextField(path,GUILayout.ExpandWidth(false));
		if(GUILayout.Button("Browse",GUILayout.ExpandWidth(false)))
			path = EditorUtility.SaveFolderPanel("Path to Save Images",path,Application.dataPath);

		EditorGUILayout.EndHorizontal();

		EditorGUILayout.HelpBox("Choose the folder in which to save the screenshots ",MessageType.None);
		EditorGUILayout.Space();



		//isTransparent = EditorGUILayout.Toggle(isTransparent,"Transparent Background");



		GUILayout.Label ("Select Camera", EditorStyles.boldLabel);


		myCamera = EditorGUILayout.ObjectField(myCamera, typeof(Camera), true,null) as Camera;


		if(myCamera == null)
		{
			myCamera = Camera.main;
		}

		isTransparent = EditorGUILayout.Toggle("Transparent Background", isTransparent);


		EditorGUILayout.HelpBox("Choose the camera of which to capture the render. You can make the background transparent using the transparency option.",MessageType.None);

		EditorGUILayout.Space();
		EditorGUILayout.BeginVertical();
		EditorGUILayout.LabelField ("Default Options", EditorStyles.boldLabel);


		if(GUILayout.Button("Set To Screen Size"))
		{
			resHeight = (int)Handles.GetMainGameViewSize().y;
			resWidth = (int)Handles.GetMainGameViewSize().x;
		
		}


		if(GUILayout.Button("Default Size"))
		{
			resHeight = 1440;
			resWidth = 2560;
			scale = 1;
		}



		EditorGUILayout.EndVertical();

		EditorGUILayout.Space();
		EditorGUILayout.LabelField ("Screenshot will be taken at " + resWidth*scale + " x " + resHeight*scale + " px", EditorStyles.boldLabel);

		if(GUILayout.Button("Take Screenshot",GUILayout.MinHeight(60)))
		{
			if(path == "")
			{
				path = EditorUtility.SaveFolderPanel("Path to Save Images",path,Application.dataPath);
				Debug.Log("Path Set");
				TakeHiResShot();
			}
			else
			{
				TakeHiResShot();
			}
		}

		EditorGUILayout.Space();
		EditorGUILayout.BeginHorizontal();

		if(GUILayout.Button("Open Last Screenshot",GUILayout.MaxWidth(160),GUILayout.MinHeight(40)))
		{
			if(lastScreenshot != "")
			{
				Application.OpenURL("file://" + lastScreenshot);
				Debug.Log("Opening File " + lastScreenshot);
			}
		}

		if(GUILayout.Button("Open Folder",GUILayout.MaxWidth(100),GUILayout.MinHeight(40)))
		{

			Application.OpenURL("file://" + path);
		}

		if(GUILayout.Button("More replacedets",GUILayout.MaxWidth(100),GUILayout.MinHeight(40)))
		{
			Application.OpenURL("https://www.replacedetstore.unity3d.com/en/#!/publisher/5951");
		}

		EditorGUILayout.EndHorizontal();


		if (takeHiResShot) 
		{
			int resWidthN = resWidth*scale;
			int resHeightN = resHeight*scale;
			RenderTexture rt = new RenderTexture(resWidthN, resHeightN, 24);
			myCamera.targetTexture = rt;

			TextureFormat tFormat;
			if(isTransparent)
				tFormat = TextureFormat.ARGB32;
			else
				tFormat = TextureFormat.RGB24;


			Texture2D screenShot = new Texture2D(resWidthN, resHeightN, tFormat,false);
			myCamera.Render();
			RenderTexture.active = rt;
			screenShot.ReadPixels(new Rect(0, 0, resWidthN, resHeightN), 0, 0);
			myCamera.targetTexture = null;
			RenderTexture.active = null; 
			byte[] bytes = screenShot.EncodeToPNG();
			string filename = ScreenShotName(resWidthN, resHeightN);
			
			System.IO.File.WriteAllBytes(filename, bytes);
			Debug.Log(string.Format("Took screenshot to: {0}", filename));
			Application.OpenURL(filename);
			takeHiResShot = false;
		}

		EditorGUILayout.HelpBox("In case of any error, make sure you have Unity Pro as the plugin requires Unity Pro to work.",MessageType.Info);


	}

19 Source : BloomAndFlaresEditor.cs
with Apache License 2.0
from activey

public override void OnInspectorGUI () {
            serObj.Update();

            GUILayout.Label("HDR " + (hdr.enumValueIndex == 0 ? "auto detected, " : (hdr.enumValueIndex == 1 ? "forced on, " : "disabled, ")) + (useSrcAlphaAsMask.floatValue < 0.1f ? " ignoring alpha channel glow information" : " using alpha channel glow information"), EditorStyles.miniBoldLabel);

            EditorGUILayout.PropertyField (tweakMode, new GUIContent("Tweak mode"));
            EditorGUILayout.PropertyField (screenBlendMode, new GUIContent("Blend mode"));
            EditorGUILayout.PropertyField (hdr, new GUIContent("HDR"));

            // display info text when screen blend mode cannot be used
            Camera cam = (target as BloomAndFlares).GetComponent<Camera>();
            if (cam != null) {
                if (screenBlendMode.enumValueIndex==0 && ((cam.hdr && hdr.enumValueIndex==0) || (hdr.enumValueIndex==1))) {
                    EditorGUILayout.HelpBox("Screen blend is not supported in HDR. Using 'Add' instead.", MessageType.Info);
                }
            }

            if (1 == tweakMode.intValue)
                EditorGUILayout.PropertyField (lensflares, new GUIContent("Cast lens flares"));

            EditorGUILayout.Separator ();

            EditorGUILayout.PropertyField (bloomIntensity, new GUIContent("Intensity"));
            bloomthreshold.floatValue = EditorGUILayout.Slider ("threshold", bloomthreshold.floatValue, -0.05f, 4.0f);
            bloomBlurIterations.intValue = EditorGUILayout.IntSlider ("Blur iterations", bloomBlurIterations.intValue, 1, 4);
            sepBlurSpread.floatValue = EditorGUILayout.Slider ("Blur spread", sepBlurSpread.floatValue, 0.1f, 10.0f);

            if (1 == tweakMode.intValue)
                useSrcAlphaAsMask.floatValue = EditorGUILayout.Slider (new  GUIContent("Use alpha mask", "Make alpha channel define glowiness"), useSrcAlphaAsMask.floatValue, 0.0f, 1.0f);
            else
                useSrcAlphaAsMask.floatValue = 0.0f;

            if (1 == tweakMode.intValue) {
                EditorGUILayout.Separator ();

                if (lensflares.boolValue) {

                    // further lens flare tweakings
                    if (0 != tweakMode.intValue)
                        EditorGUILayout.PropertyField (lensflareMode, new GUIContent("Lens flare mode"));
                    else
                        lensflareMode.enumValueIndex = 0;

                    EditorGUILayout.PropertyField(lensFlareVignetteMask, new GUIContent("Lens flare mask", "This mask is needed to prevent lens flare artifacts"));

                    EditorGUILayout.PropertyField (lensflareIntensity, new GUIContent("Local intensity"));
                    lensflarethreshold.floatValue = EditorGUILayout.Slider ("Local threshold", lensflarethreshold.floatValue, 0.0f, 1.0f);

                    if (lensflareMode.intValue == 0) {
                        // ghosting
                        EditorGUILayout.BeginHorizontal ();
                        EditorGUILayout.PropertyField (flareColorA, new GUIContent("1st Color"));
                        EditorGUILayout.PropertyField (flareColorB, new GUIContent("2nd Color"));
                        EditorGUILayout.EndHorizontal ();

                        EditorGUILayout.BeginHorizontal ();
                        EditorGUILayout.PropertyField (flareColorC, new GUIContent("3rd Color"));
                        EditorGUILayout.PropertyField (flareColorD, new GUIContent("4th Color"));
                        EditorGUILayout.EndHorizontal ();
                    }
                    else if (lensflareMode.intValue == 1) {
                        // hollywood
                        EditorGUILayout.PropertyField (hollyStretchWidth, new GUIContent("Stretch width"));
                        hollywoodFlareBlurIterations.intValue = EditorGUILayout.IntSlider ("Blur iterations", hollywoodFlareBlurIterations.intValue, 1, 4);

                        EditorGUILayout.PropertyField (flareColorA, new GUIContent("Tint Color"));
                    }
                    else if (lensflareMode.intValue == 2) {
                        // both
                        EditorGUILayout.PropertyField (hollyStretchWidth, new GUIContent("Stretch width"));
                        hollywoodFlareBlurIterations.intValue = EditorGUILayout.IntSlider ("Blur iterations", hollywoodFlareBlurIterations.intValue, 1, 4);

                        EditorGUILayout.BeginHorizontal ();
                        EditorGUILayout.PropertyField (flareColorA, new GUIContent("1st Color"));
                        EditorGUILayout.PropertyField (flareColorB, new GUIContent("2nd Color"));
                        EditorGUILayout.EndHorizontal ();

                        EditorGUILayout.BeginHorizontal ();
                        EditorGUILayout.PropertyField (flareColorC, new GUIContent("3rd Color"));
                        EditorGUILayout.PropertyField (flareColorD, new GUIContent("4th Color"));
                        EditorGUILayout.EndHorizontal ();
                    }
                }
            } else
                lensflares.boolValue = false; // disable lens flares in simple tweak mode

            serObj.ApplyModifiedProperties();
        }

19 Source : TonemappingEditor.cs
with Apache License 2.0
from activey

public override void OnInspectorGUI () {
            serObj.Update ();

            GUILayout.Label("Mapping HDR to LDR ranges since 1982", EditorStyles.miniLabel);

            Camera cam = (target as Tonemapping).GetComponent<Camera>();
            if (cam != null) {
                if (!cam.hdr) {
                    EditorGUILayout.HelpBox("The camera is not HDR enabled. This will likely break the Tonemapper.", MessageType.Warning);
                }
                else if (!(target as Tonemapping).validRenderTextureFormat) {
                    EditorGUILayout.HelpBox("The input to Tonemapper is not in HDR. Make sure that all effects prior to this are executed in HDR.", MessageType.Warning);
                }
            }

            EditorGUILayout.PropertyField (type, new GUIContent ("Technique"));

            if (type.enumValueIndex == (int) Tonemapping.TonemapperType.UserCurve) {
                EditorGUILayout.PropertyField (remapCurve, new GUIContent ("Remap curve", "Specify the mapping of luminances yourself"));
            } else if (type.enumValueIndex == (int) Tonemapping.TonemapperType.SimpleReinhard) {
                EditorGUILayout.PropertyField (exposureAdjustment, new GUIContent ("Exposure", "Exposure adjustment"));
            } else if (type.enumValueIndex == (int) Tonemapping.TonemapperType.Hable) {
                EditorGUILayout.PropertyField (exposureAdjustment, new GUIContent ("Exposure", "Exposure adjustment"));
            } else if (type.enumValueIndex == (int) Tonemapping.TonemapperType.Photographic) {
                EditorGUILayout.PropertyField (exposureAdjustment, new GUIContent ("Exposure", "Exposure adjustment"));
            } else if (type.enumValueIndex == (int) Tonemapping.TonemapperType.OptimizedHejiDawson) {
                EditorGUILayout.PropertyField (exposureAdjustment, new GUIContent ("Exposure", "Exposure adjustment"));
            } else if (type.enumValueIndex == (int) Tonemapping.TonemapperType.AdaptiveReinhard) {
                EditorGUILayout.PropertyField (middleGrey, new GUIContent ("Middle grey", "Middle grey defines the average luminance thus brightening or darkening the entire image."));
                EditorGUILayout.PropertyField (white, new GUIContent ("White", "Smallest luminance value that will be mapped to white"));
                EditorGUILayout.PropertyField (adaptionSpeed, new GUIContent ("Adaption Speed", "Speed modifier for the automatic adaption"));
                EditorGUILayout.PropertyField (adaptiveTextureSize, new GUIContent ("Texture size", "Defines the amount of downsamples needed."));
            } else if (type.enumValueIndex == (int) Tonemapping.TonemapperType.AdaptiveReinhardAutoWhite) {
                EditorGUILayout.PropertyField (middleGrey, new GUIContent ("Middle grey", "Middle grey defines the average luminance thus brightening or darkening the entire image."));
                EditorGUILayout.PropertyField (adaptionSpeed, new GUIContent ("Adaption Speed", "Speed modifier for the automatic adaption"));
                EditorGUILayout.PropertyField (adaptiveTextureSize, new GUIContent ("Texture size", "Defines the amount of downsamples needed."));
            }

            GUILayout.Label("All following effects will use LDR color buffers", EditorStyles.miniBoldLabel);

            serObj.ApplyModifiedProperties();
        }

19 Source : NoiseEditor.cs
with MIT License
from adrianpolimeni

void DrawChannelMenu(int type, int channel) {
            EditorGUILayout.Separator();
            EditorGUILayout.LabelField("Noise Settings", EditorStyles.boldLabel);
            noise.OnSettingsChange();
            NoiseSettings noiseSettings = noise.activeSettings;
            EditorGUILayout.BeginHorizontal();
            GUILayout.Label("Seed");
            if (GUILayout.Button("Generate New Seed")) {
                rand = new System.Random(noiseSettings.seed);
                noiseSettings.seed = rand.Next();
            }
            EditorGUILayout.EndHorizontal();
            EditorGUILayout.BeginHorizontal();
                EditorGUILayout.BeginVertical();
                    GUILayout.Label("Cell Divisions of Layers");
                    noiseSettings.frequencyA = EditorGUILayout.IntSlider( noiseSettings.frequencyA, 1, 64);
                    EditorGUILayout.Separator();
                    noiseSettings.frequencyB = EditorGUILayout.IntSlider( noiseSettings.frequencyB, 1, 64);
                    EditorGUILayout.Separator();
                    noiseSettings.frequencyC = EditorGUILayout.IntSlider( noiseSettings.frequencyC, 1, 64);
                EditorGUILayout.EndVertical();
                EditorGUILayout.BeginVertical();
                    GUILayout.Label("Mix");
                    noiseSettings.mix = GUILayout.VerticalSlider( noiseSettings.mix, 0, 1);
                EditorGUILayout.EndVertical();
            EditorGUILayout.EndHorizontal();

            if (textureFoldout = EditorGUILayout.Foldout(textureFoldout, "View Cross Section"))
            {
                Texture2D display = GetCrossSection(type, channel, sliceIndex);

                if (display != null)
                {
                    EditorGUILayout.BeginHorizontal();
                    if (sliceIndex > display.width - 1)
                        sliceIndex = 0;
                    sliceIndex = (int)GUILayout.VerticalSlider(sliceIndex, 0, display.width - 1);
                    GUILayout.Label(display);
                    EditorGUILayout.EndHorizontal();
                }
                else
                    EditorGUILayout.HelpBox("Texture not found!", MessageType.Warning); 
            }
        }

19 Source : GerstnerDisplaceEditor.cs
with MIT License
from adrianpolimeni

public override void OnInspectorGUI()
        {
            serObj.Update();

            GameObject go = ((GerstnerDisplace)serObj.targetObject).gameObject;
            WaterBase wb = (WaterBase)go.GetComponent(typeof(WaterBase));
            Material sharedWaterMaterial = wb.sharedMaterial;

            GUILayout.Label("Animates vertices using up 4 generated waves", EditorStyles.miniBoldLabel);

            if (sharedWaterMaterial)
            {
                Vector4 amplitude = WaterEditorUtility.GetMaterialVector("_GAmplitude", sharedWaterMaterial);
                Vector4 frequency = WaterEditorUtility.GetMaterialVector("_GFrequency", sharedWaterMaterial);
                Vector4 steepness = WaterEditorUtility.GetMaterialVector("_GSteepness", sharedWaterMaterial);
                Vector4 speed = WaterEditorUtility.GetMaterialVector("_GSpeed", sharedWaterMaterial);
                Vector4 directionAB = WaterEditorUtility.GetMaterialVector("_GDirectionAB", sharedWaterMaterial);
                Vector4 directionCD = WaterEditorUtility.GetMaterialVector("_GDirectionCD", sharedWaterMaterial);

                amplitude = EditorGUILayout.Vector4Field("Amplitude (Height offset)", amplitude);
                frequency = EditorGUILayout.Vector4Field("Frequency (Tiling)", frequency);
                steepness = EditorGUILayout.Vector4Field("Steepness", steepness);
                speed = EditorGUILayout.Vector4Field("Speed", speed);
                directionAB = EditorGUILayout.Vector4Field("Direction scale (Wave 1 (X,Y) and 2 (Z,W))", directionAB);
                directionCD = EditorGUILayout.Vector4Field("Direction scale (Wave 3 (X,Y) and 4 (Z,W))", directionCD);

                if (GUI.changed)
                {
                    WaterEditorUtility.SetMaterialVector("_GAmplitude", amplitude, sharedWaterMaterial);
                    WaterEditorUtility.SetMaterialVector("_GFrequency", frequency, sharedWaterMaterial);
                    WaterEditorUtility.SetMaterialVector("_GSteepness", steepness, sharedWaterMaterial);
                    WaterEditorUtility.SetMaterialVector("_GSpeed", speed, sharedWaterMaterial);
                    WaterEditorUtility.SetMaterialVector("_GDirectionAB", directionAB, sharedWaterMaterial);
                    WaterEditorUtility.SetMaterialVector("_GDirectionCD", directionCD, sharedWaterMaterial);
                }

                /*
			
                Vector4 animationTiling = WaterEditorUtility.GetMaterialVector("_AnimationTiling", sharedWaterMaterial);
                Vector4 animationDirection = WaterEditorUtility.GetMaterialVector("_AnimationDirection", sharedWaterMaterial);
			
                float firstTilingU = animationTiling.x*100.0F;
                float firstTilingV = animationTiling.y*100.0F;
                float firstDirectionU = animationDirection.x;
                float firstDirectionV = animationDirection.y;

                float secondTilingU = animationTiling.z*100.0F;
                float secondTilingV = animationTiling.w*100.0F;
                float secondDirectionU = animationDirection.z;
                float secondDirectionV = animationDirection.w;
						
			
                EditorGUILayout.BeginHorizontal ();
                firstTilingU = EditorGUILayout.FloatField("First Tiling U", firstTilingU);
                firstTilingV = EditorGUILayout.FloatField("First Tiling V", firstTilingV);
                EditorGUILayout.EndHorizontal ();
                EditorGUILayout.BeginHorizontal ();
                secondTilingU = EditorGUILayout.FloatField("Second Tiling U", secondTilingU);
                secondTilingV = EditorGUILayout.FloatField("Second Tiling V", secondTilingV);
                EditorGUILayout.EndHorizontal ();
			
                EditorGUILayout.BeginHorizontal ();
                firstDirectionU = EditorGUILayout.FloatField("1st Animation U", firstDirectionU);
                firstDirectionV = EditorGUILayout.FloatField("1st Animation V", firstDirectionV);
                EditorGUILayout.EndHorizontal ();
                EditorGUILayout.BeginHorizontal ();
                secondDirectionU = EditorGUILayout.FloatField("2nd Animation U", secondDirectionU);
                secondDirectionV = EditorGUILayout.FloatField("2nd Animation V", secondDirectionV);
                EditorGUILayout.EndHorizontal ();
		
                animationDirection = new Vector4(firstDirectionU,firstDirectionV, secondDirectionU,secondDirectionV);
                animationTiling = new Vector4(firstTilingU/100.0F,firstTilingV/100.0F, secondTilingU/100.0F,secondTilingV/100.0F);
			
                WaterEditorUtility.SetMaterialVector("_AnimationTiling", animationTiling, sharedWaterMaterial);
                WaterEditorUtility.SetMaterialVector("_AnimationDirection", animationDirection, sharedWaterMaterial);
			
                EditorGUILayout.Separator ();
			
                GUILayout.Label ("Displacement Strength", EditorStyles.boldLabel);
			
                float heightDisplacement = WaterEditorUtility.GetMaterialFloat("_HeightDisplacement", sharedWaterMaterial);
			
                heightDisplacement = EditorGUILayout.Slider("Height", heightDisplacement, 0.0F, 5.0F);
                WaterEditorUtility.SetMaterialFloat("_HeightDisplacement", heightDisplacement, sharedWaterMaterial);
                */
            }

            serObj.ApplyModifiedProperties();
        }

19 Source : WaterBaseEditor.cs
with MIT License
from adrianpolimeni

public override void OnInspectorGUI()
        {
            serObj.Update();

            waterBase = (WaterBase)serObj.targetObject;
            oceanBase = ((WaterBase)serObj.targetObject).gameObject;
            if (!oceanBase)
                return;

            GUILayout.Label("This script helps adjusting water material properties", EditorStyles.miniBoldLabel);

            EditorGUILayout.PropertyField(sharedMaterial, new GUIContent("Material"));
            oceanMaterial = (Material)sharedMaterial.objectReferenceValue;

            if (!oceanMaterial)
            {
                sharedMaterial.objectReferenceValue = (Object)WaterEditorUtility.LocateValidWaterMaterial(oceanBase.transform);
                serObj.ApplyModifiedProperties();
                oceanMaterial = (Material)sharedMaterial.objectReferenceValue;
                if (!oceanMaterial)
                    return;
            }

            EditorGUILayout.Separator();

            GUILayout.Label("Overall Quality", EditorStyles.boldLabel);
            EditorGUILayout.PropertyField(waterQuality, new GUIContent("Quality"));
            EditorGUILayout.PropertyField(edgeBlend, new GUIContent("Edge blend?"));

            if (waterQuality.intValue > (int)WaterQuality.Low)
                EditorGUILayout.HelpBox("Water features not supported", MessageType.Warning);
            if (edgeBlend.boolValue && !SystemInfo.SupportsRenderTextureFormat(RenderTextureFormat.Depth))
                EditorGUILayout.HelpBox("Edge blend not supported", MessageType.Warning);

            EditorGUILayout.Separator();

            bool hreplacedreplaced = oceanMaterial.HasProperty("_SreplacedTex");

            GUILayout.Label("Main Colors", EditorStyles.boldLabel);
            GUILayout.Label("Alpha values define blending with realtime textures", EditorStyles.miniBoldLabel);

            WaterEditorUtility.SetMaterialColor("_BaseColor", EditorGUILayout.ColorField("Refraction", WaterEditorUtility.GetMaterialColor("_BaseColor", oceanMaterial)), oceanMaterial);
            WaterEditorUtility.SetMaterialColor("_ReflectionColor", EditorGUILayout.ColorField("Reflection", WaterEditorUtility.GetMaterialColor("_ReflectionColor", oceanMaterial)), oceanMaterial);

            EditorGUILayout.Separator();

            GUILayout.Label("Main Textures", EditorStyles.boldLabel);
            GUILayout.Label("Used for small waves (bumps), foam and white caps", EditorStyles.miniBoldLabel);

            WaterEditorUtility.SetMaterialTexture("_BumpMap", (Texture)EditorGUILayout.ObjectField("Normals", WaterEditorUtility.GetMaterialTexture("_BumpMap", waterBase.sharedMaterial), typeof(Texture), false), waterBase.sharedMaterial);
            if (hreplacedreplaced)
                WaterEditorUtility.SetMaterialTexture("_SreplacedTex", (Texture)EditorGUILayout.ObjectField("Sreplaced & Foam", WaterEditorUtility.GetMaterialTexture("_SreplacedTex", waterBase.sharedMaterial), typeof(Texture), false), waterBase.sharedMaterial);

            Vector4 animationTiling;
            Vector4 animationDirection;

            Vector2 firstTiling;
            Vector2 secondTiling;
            Vector2 firstDirection;
            Vector2 secondDirection;

            animationTiling = WaterEditorUtility.GetMaterialVector("_BumpTiling", oceanMaterial);
            animationDirection = WaterEditorUtility.GetMaterialVector("_BumpDirection", oceanMaterial);

            firstTiling = new Vector2(animationTiling.x * 100.0F, animationTiling.y * 100.0F);
            secondTiling = new Vector2(animationTiling.z * 100.0F, animationTiling.w * 100.0F);

            firstTiling = EditorGUILayout.Vector2Field("Tiling 1", firstTiling);
            secondTiling = EditorGUILayout.Vector2Field("Tiling 2", secondTiling);

            //firstTiling.x = EditorGUILayout.FloatField("1st Tiling U", firstTiling.x);
            //firstTiling.y = EditorGUILayout.FloatField("1st Tiling V", firstTiling.y);
            //secondTiling.x = EditorGUILayout.FloatField("2nd Tiling U", secondTiling.x);
            //secondTiling.y = EditorGUILayout.FloatField("2nd Tiling V", secondTiling.y);

            firstDirection = new Vector2(animationDirection.x, animationDirection.y);
            secondDirection = new Vector2(animationDirection.z, animationDirection.w);

            //firstDirection.x = EditorGUILayout.FloatField("1st Animation U", firstDirection.x);
            //firstDirection.y = EditorGUILayout.FloatField("1st Animation V", firstDirection.y);
            //secondDirection.x = EditorGUILayout.FloatField("2nd Animation U", secondDirection.x);
            //secondDirection.y = EditorGUILayout.FloatField("2nd Animation V", secondDirection.y);

            firstDirection = EditorGUILayout.Vector2Field("Direction 1", firstDirection);
            secondDirection = EditorGUILayout.Vector2Field("Direction 2", secondDirection);

            animationTiling = new Vector4(firstTiling.x / 100.0F, firstTiling.y / 100.0F, secondTiling.x / 100.0F, secondTiling.y / 100.0F);
            animationDirection = new Vector4(firstDirection.x, firstDirection.y, secondDirection.x, secondDirection.y);

            WaterEditorUtility.SetMaterialVector("_BumpTiling", animationTiling, oceanMaterial);
            WaterEditorUtility.SetMaterialVector("_BumpDirection", animationDirection, oceanMaterial);

            Vector4 displacementParameter = WaterEditorUtility.GetMaterialVector("_DistortParams", oceanMaterial);
            Vector4 fade = WaterEditorUtility.GetMaterialVector("_InvFadeParemeter", oceanMaterial);

            EditorGUILayout.Separator();

            GUILayout.Label("Normals", EditorStyles.boldLabel);
            GUILayout.Label("Displacement for fresnel, specular and reflection/refraction", EditorStyles.miniBoldLabel);

            float gerstnerNormalIntensity = WaterEditorUtility.GetMaterialFloat("_GerstnerIntensity", oceanMaterial);
            gerstnerNormalIntensity = EditorGUILayout.Slider("Per Vertex", gerstnerNormalIntensity, -2.5F, 2.5F);
            WaterEditorUtility.SetMaterialFloat("_GerstnerIntensity", gerstnerNormalIntensity, oceanMaterial);

            displacementParameter.x = EditorGUILayout.Slider("Per Pixel", displacementParameter.x, -4.0F, 4.0F);
            displacementParameter.y = EditorGUILayout.Slider("Distortion", displacementParameter.y, -0.5F, 0.5F);
            // fade.z = EditorGUILayout.Slider("Distance fade", fade.z, 0.0f, 0.5f);

            EditorGUILayout.Separator();

            GUILayout.Label("Fresnel", EditorStyles.boldLabel);
            GUILayout.Label("Defines reflection to refraction relation", EditorStyles.miniBoldLabel);

            if (!oceanMaterial.HasProperty("_Fresnel"))
            {
                if (oceanMaterial.HasProperty("_FresnelScale"))
                {
                    float fresnelScale = EditorGUILayout.Slider("Intensity", WaterEditorUtility.GetMaterialFloat("_FresnelScale", oceanMaterial), 0.1F, 4.0F);
                    WaterEditorUtility.SetMaterialFloat("_FresnelScale", fresnelScale, oceanMaterial);
                }
                displacementParameter.z = EditorGUILayout.Slider("Power", displacementParameter.z, 0.1F, 10.0F);
                displacementParameter.w = EditorGUILayout.Slider("Bias", displacementParameter.w, -3.0F, 3.0F);
            }
            else
            {
                Texture fresnelTex = (Texture)EditorGUILayout.ObjectField(
                        "Ramp",
                        (Texture)WaterEditorUtility.GetMaterialTexture("_Fresnel",
                        oceanMaterial),
                        typeof(Texture),
                        false);
                WaterEditorUtility.SetMaterialTexture("_Fresnel", fresnelTex, oceanMaterial);
            }

            EditorGUILayout.Separator();

            WaterEditorUtility.SetMaterialVector("_DistortParams", displacementParameter, oceanMaterial);

            if (edgeBlend.boolValue)
            {
                GUILayout.Label("Fading", EditorStyles.boldLabel);

                fade.x = EditorGUILayout.Slider("Edge fade", fade.x, 0.001f, 3.0f);
                if (hreplacedreplaced)
                    fade.y = EditorGUILayout.Slider("Sreplaced fade", fade.y, 0.001f, 3.0f);
                fade.w = EditorGUILayout.Slider("Extinction fade", fade.w, 0.0f, 2.5f);

                WaterEditorUtility.SetMaterialVector("_InvFadeParemeter", fade, oceanMaterial);
            }
            EditorGUILayout.Separator();

            if (oceanMaterial.HasProperty("_Foam"))
            {
                GUILayout.Label("Foam", EditorStyles.boldLabel);

                Vector4 foam = WaterEditorUtility.GetMaterialVector("_Foam", oceanMaterial);

                foam.x = EditorGUILayout.Slider("Intensity", foam.x, 0.0F, 1.0F);
                foam.y = EditorGUILayout.Slider("Cutoff", foam.y, 0.0F, 1.0F);

                WaterEditorUtility.SetMaterialVector("_Foam", foam, oceanMaterial);
            }

            serObj.ApplyModifiedProperties();
        }

19 Source : CloudSettingsEditor.cs
with MIT License
from adrianpolimeni

private static Texture2D TextureField(string name, Texture2D texture)
        {
            GUILayout.BeginVertical();
            var style = new GUIStyle(GUI.skin.label);
            style.alignment = TextAnchor.UpperCenter;
            style.fixedWidth = 64;
            GUILayout.Label(name, style);
            var result = (Texture2D)EditorGUILayout.ObjectField(texture, typeof(Texture2D), false, GUILayout.Width(64), GUILayout.Height(64));
            GUILayout.EndVertical();
            return result;
        }

19 Source : PlanarReflectionEditor.cs
with MIT License
from adrianpolimeni

public override void OnInspectorGUI()
        {
            GUILayout.Label("Render planar reflections and use GrabPreplaced for refractions", EditorStyles.miniBoldLabel);

            serObj.Update();

            EditorGUILayout.PropertyField(reflectionMask, new GUIContent("Reflection layers"));
            EditorGUILayout.PropertyField(reflectSkybox, new GUIContent("Use skybox"));
            EditorGUILayout.PropertyField(clearColor, new GUIContent("Clear color"));

            showKidsWithReflectionHint = EditorGUILayout.BeginToggleGroup("Show all tiles", showKidsWithReflectionHint);
            if (showKidsWithReflectionHint)
            {
                int i = 0;
                foreach (Transform t in ((PlanarReflection)target).transform)
                {
                    if (t.GetComponent<WaterTile>())
                    {
                        if (i % 2 == 0)
                            EditorGUILayout.BeginHorizontal();
                        EditorGUILayout.ObjectField(t, typeof(Transform), true);
                        if (i % 2 == 1)
                            EditorGUILayout.EndHorizontal();
                        i = (i + 1) % 2;
                    }
                }
                if (i > 0)
                    EditorGUILayout.EndHorizontal();
            }
            EditorGUILayout.EndToggleGroup();

            serObj.ApplyModifiedProperties();
        }

19 Source : SpecularLightingEditor.cs
with MIT License
from adrianpolimeni

public override void OnInspectorGUI()
        {
            serObj.Update();

            GameObject go = ((SpecularLighting)serObj.targetObject).gameObject;
            WaterBase wb = (WaterBase)go.GetComponent(typeof(WaterBase));

            if (!wb.sharedMaterial)
                return;

            if (wb.sharedMaterial.HasProperty("_WorldLightDir"))
            {
                GUILayout.Label("Transform casting specular highlights", EditorStyles.miniBoldLabel);
                EditorGUILayout.PropertyField(specularLight, new GUIContent("Specular light"));

                if (wb.sharedMaterial.HasProperty("_SpecularColor"))
                    WaterEditorUtility.SetMaterialColor(
                        "_SpecularColor",
                        EditorGUILayout.ColorField("Specular",
                        WaterEditorUtility.GetMaterialColor("_SpecularColor", wb.sharedMaterial)),
                        wb.sharedMaterial);
                if (wb.sharedMaterial.HasProperty("_Shininess"))
                    WaterEditorUtility.SetMaterialFloat("_Shininess", EditorGUILayout.Slider(
                        "Specular power",
                        WaterEditorUtility.GetMaterialFloat("_Shininess", wb.sharedMaterial),
                        0.0F, 500.0F), wb.sharedMaterial);
            }
            else
                GUILayout.Label("The shader doesn't have the needed _WorldLightDir property.", EditorStyles.miniBoldLabel);

            serObj.ApplyModifiedProperties();
        }

19 Source : Log.cs
with GNU General Public License v3.0
from aelariane

protected internal override void Draw()
        {
            if (messages.Count > 0)
            {
                lock (messages)
                {
                    //List<string> message = messages.Keys.ToList();
                    //List<int> count = messages.Values.ToList();
                    GUILayout.BeginArea(position);
                    UnityEngine.GUILayout.FlexibleSpace();
                    foreach (var pair in messages)
                    {
                        UnityEngine.GUILayout.Label(pair.Key + (pair.Value > 1 ? $" <color=red>[x{pair.Value}]</color>" : string.Empty), LogStyle, labelOptions);
                    }
                    //for (int i = 0; i < messages.Count; i++)
                    //{
                    //    string currentMessage = message[i];
                    //    int currentCount = count[i];
                    //    if (!currentMessage.IsNullOrEmpty())
                    //    {
                    //        UnityEngine.GUILayout.Label(currentMessage + (currentCount > 1 ? $" <color=red>[x{currentCount}]</color>" : string.Empty), LogStyle, labelOptions);
                    //    }
                    //}
                    GUILayout.EndArea();
                }
            }
        }

19 Source : GUILayout.cs
with GNU General Public License v3.0
from aelariane

public static float HorizontalSlider(float val, string label, GUILayoutOption[] lblOpts, GUILayoutOption[] sliderOpts)
        {
            UGUI.BeginHorizontal();
            UGUI.Label(label, Style.Label, lblOpts);
            UGUI.Space(5f);
            val = UGUI.HorizontalSlider(val, 0f, 1f, Style.Slider, Style.SliderBody, sliderOpts);
            UGUI.EndHorizontal();
            return val;
        }

See More Examples