< Summary

Class:DCL.Skybox.RenderParticleLayer
Assembly:SkyboxEditorAssembly
File(s):/tmp/workspace/unity-renderer/unity-renderer/Assets/Rendering/ProceduralSkybox/ToolProceduralSkybox/Scripts/Editor/Procedural Skybox/TextureLayers/RenderParticleLayer.cs
Covered lines:0
Uncovered lines:12
Coverable lines:12
Total lines:45
Line coverage:0% (0 of 12)
Covered branches:0
Total branches:0

Metrics

MethodBranch coverage Crap Score Cyclomatic complexity NPath complexity Sequence coverage
RenderLayer(...)0%2100%

File(s)

/tmp/workspace/unity-renderer/unity-renderer/Assets/Rendering/ProceduralSkybox/ToolProceduralSkybox/Scripts/Editor/Procedural Skybox/TextureLayers/RenderParticleLayer.cs

#LineLine coverage
 1using System.Collections;
 2using System.Collections.Generic;
 3using UnityEngine;
 4
 5namespace DCL.Skybox
 6{
 7    public static class RenderParticleLayer
 8    {
 9        public static void RenderLayer(ref float timeOfTheDay, EditorToolMeasurements toolSize, TextureLayer layer)
 10        {
 11            // Texture
 012            RenderSimpleValues.RenderTexture(SkyboxEditorLiterals.LayerProperties.texture, ref layer.texture);
 13
 14            // Row and Coloumns
 015            RenderSimpleValues.RenderVector2Field(SkyboxEditorLiterals.LayerProperties.rowsColumns, ref layer.flipbookRo
 16
 17            // Anim Speed
 018            RenderSimpleValues.RenderFloatField(SkyboxEditorLiterals.LayerProperties.animSpeed, ref layer.flipbookAnimSp
 19
 20            // Gradient
 021            RenderSimpleValues.RenderColorGradientField(layer.color, SkyboxEditorLiterals.LayerProperties.color, layer.t
 22
 23            // Tiling
 024            RenderSimpleValues.RenderVector2Field(SkyboxEditorLiterals.LayerProperties.tiling, ref layer.particleTiling)
 25
 26            // Offset
 027            RenderSimpleValues.RenderVector2Field(SkyboxEditorLiterals.LayerProperties.offset, ref layer.particlesOffset
 28
 29            // Amount
 030            RenderSimpleValues.RenderFloatField(SkyboxEditorLiterals.LayerProperties.amount, ref layer.particlesAmount);
 31
 32            // Size
 033            RenderSimpleValues.RenderSepratedFloatFields(SkyboxEditorLiterals.LayerProperties.size, SkyboxEditorLiterals
 34
 35            // Spread
 036            RenderSimpleValues.RenderSepratedFloatFields(SkyboxEditorLiterals.LayerProperties.spread, SkyboxEditorLitera
 37
 38            // Fade
 039            RenderSimpleValues.RenderSepratedFloatFields(SkyboxEditorLiterals.LayerProperties.fade, SkyboxEditorLiterals
 40
 41            // Particle Rotation
 042            RenderTransitioningVariables.RenderTransitioningVector3(ref timeOfTheDay, layer.particleRotation, SkyboxEdit
 043        }
 44    }
 45}