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[8.x.x] [VFX] Add Update Mode inspector in VisualEffectAsset #1131

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1 change: 1 addition & 0 deletions com.unity.visualeffectgraph/CHANGELOG.md
Original file line number Diff line number Diff line change
Expand Up @@ -61,6 +61,7 @@ The version number for this package has increased due to a version update of a r
- Fix space issues with blocks and operators taking a camera as input
- Generated shaderName are now consistent with displayed system names
- Don't lose SRP output specific data when SRP package is not present
- Add cleaner Update Mode inspector [Case 1258463](https://issuetracker.unity3d.com/product/unity/issues/guid/1258463/)

## [8.0.1] - 2020-02-25

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98 changes: 94 additions & 4 deletions com.unity.visualeffectgraph/Editor/Inspector/VFXAssetEditor.cs
Original file line number Diff line number Diff line change
Expand Up @@ -414,13 +414,103 @@ public override void OnInspectorGUI()

GUI.enabled = AssetDatabase.IsOpenForEdit(this.target, StatusQueryOptions.UseCachedIfPossible);

VFXUpdateMode initialUpdateMode = (VFXUpdateMode)0;
bool? initialFixedDeltaTime = null;
bool? initialProcessEveryFrame = null;
bool? initialIgnoreGameTimeScale = null;
if (resourceUpdateModeProperty.hasMultipleDifferentValues)
{
var resourceUpdateModeProperties = resourceUpdateModeProperty.serializedObject.targetObjects
.Select(o => new SerializedObject(o)
.FindProperty(resourceUpdateModeProperty.propertyPath))
.ToArray(); //N.B.: This will create garbage
var allDeltaTime = resourceUpdateModeProperties.Select(o => ((VFXUpdateMode)o.intValue & VFXUpdateMode.DeltaTime) == VFXUpdateMode.DeltaTime)
.Distinct();
var allProcessEveryFrame = resourceUpdateModeProperties.Select(o => ((VFXUpdateMode)o.intValue & VFXUpdateMode.ExactFixedTimeStep) == VFXUpdateMode.ExactFixedTimeStep)
.Distinct();
var allIgnoreScale = resourceUpdateModeProperties.Select(o => ((VFXUpdateMode)o.intValue & VFXUpdateMode.IgnoreTimeScale) == VFXUpdateMode.IgnoreTimeScale)
.Distinct();
if (allDeltaTime.Count() == 1)
initialFixedDeltaTime = !allDeltaTime.First();
if (allProcessEveryFrame.Count() == 1)
initialProcessEveryFrame = allProcessEveryFrame.First();
if (allIgnoreScale.Count() == 1)
initialIgnoreGameTimeScale = allIgnoreScale.First();
}
else
{
initialUpdateMode = (VFXUpdateMode)resourceUpdateModeProperty.intValue;
initialFixedDeltaTime = !((initialUpdateMode & VFXUpdateMode.DeltaTime) == VFXUpdateMode.DeltaTime);
initialProcessEveryFrame = (initialUpdateMode & VFXUpdateMode.ExactFixedTimeStep) == VFXUpdateMode.ExactFixedTimeStep;
initialIgnoreGameTimeScale = (initialUpdateMode & VFXUpdateMode.IgnoreTimeScale) == VFXUpdateMode.IgnoreTimeScale;
}

EditorGUI.showMixedValue = !initialFixedDeltaTime.HasValue;
var deltaTimeContent = EditorGUIUtility.TrTextContent("Fixed Delta Time", "If enabled, use visual effect manager fixed delta time mode, otherwise, use the default Time.deltaTime.");
var processEveryFrameContent = EditorGUIUtility.TrTextContent("Exact Fixed Time", "Only relevant when using Fixed Delta Time. When enabled, several updates can be processed per frame (e.g.: if a frame is 10ms and the fixed frame rate is set to 5 ms, the effect will update twice with a 5ms deltaTime instead of once with a 10ms deltaTime). This method is expensive and should only be used for high-end scenarios.");
var ignoreTimeScaleContent = EditorGUIUtility.TrTextContent("Ignore Time Scale", "When enabled, the computed visual effect delta time ignores the game Time Scale value (Play Rate is still applied).");

EditorGUI.BeginChangeCheck();
EditorGUI.showMixedValue = resourceUpdateModeProperty.hasMultipleDifferentValues;
VFXUpdateMode newUpdateMode = (VFXUpdateMode)EditorGUILayout.EnumPopup(EditorGUIUtility.TrTextContent("Update Mode", "Specifies whether particles are updated using a fixed timestep (Fixed Delta Time), or in a frame-rate independent manner (Delta Time)."), (VFXUpdateMode)resourceUpdateModeProperty.intValue);

VisualEffectEditor.ShowHeader(EditorGUIUtility.TrTextContent("Update mode"), false, false);
bool newFixedDeltaTime = EditorGUILayout.Toggle(deltaTimeContent, initialFixedDeltaTime ?? false);
bool newExactFixedTimeStep = false;
EditorGUI.showMixedValue = !initialProcessEveryFrame.HasValue;
EditorGUI.BeginDisabledGroup((!initialFixedDeltaTime.HasValue || !initialFixedDeltaTime.Value) && !resourceUpdateModeProperty.hasMultipleDifferentValues);
newExactFixedTimeStep = EditorGUILayout.Toggle(processEveryFrameContent, initialProcessEveryFrame ?? false);
EditorGUI.EndDisabledGroup();
EditorGUI.showMixedValue = !initialIgnoreGameTimeScale.HasValue;
bool newIgnoreTimeScale = EditorGUILayout.Toggle(ignoreTimeScaleContent, initialIgnoreGameTimeScale ?? false);

if (EditorGUI.EndChangeCheck())
{
resourceUpdateModeProperty.intValue = (int)newUpdateMode;
resourceObject.ApplyModifiedProperties();
if (!resourceUpdateModeProperty.hasMultipleDifferentValues)
{
var newUpdateMode = (VFXUpdateMode)0;
if (!newFixedDeltaTime)
newUpdateMode = newUpdateMode | VFXUpdateMode.DeltaTime;
if (newExactFixedTimeStep)
newUpdateMode = newUpdateMode | VFXUpdateMode.ExactFixedTimeStep;
if (newIgnoreTimeScale)
newUpdateMode = newUpdateMode | VFXUpdateMode.IgnoreTimeScale;

resourceUpdateModeProperty.intValue = (int)newUpdateMode;
resourceObject.ApplyModifiedProperties();
}
else
{
var resourceUpdateModeProperties = resourceUpdateModeProperty.serializedObject.targetObjects.Select(o => new SerializedObject(o).FindProperty(resourceUpdateModeProperty.propertyPath));
foreach (var property in resourceUpdateModeProperties)
{
var updateMode = (VFXUpdateMode)property.intValue;

if (initialFixedDeltaTime.HasValue)
{
if (!newFixedDeltaTime)
updateMode = updateMode | VFXUpdateMode.DeltaTime;
else
updateMode = updateMode & ~VFXUpdateMode.DeltaTime;
}
else
{
if (newFixedDeltaTime)
updateMode = updateMode & ~VFXUpdateMode.DeltaTime;
}

if (newExactFixedTimeStep)
updateMode = updateMode | VFXUpdateMode.ExactFixedTimeStep;
else if (initialProcessEveryFrame.HasValue)
updateMode = updateMode & ~VFXUpdateMode.ExactFixedTimeStep;

if (newIgnoreTimeScale)
updateMode = updateMode | VFXUpdateMode.IgnoreTimeScale;
else if (initialIgnoreGameTimeScale.HasValue)
updateMode = updateMode & ~VFXUpdateMode.IgnoreTimeScale;

property.intValue = (int)updateMode;
property.serializedObject.ApplyModifiedProperties();
}
}
}

EditorGUILayout.BeginHorizontal();
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