< 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:14
Coverable lines:14
Total lines:51
Line coverage:0% (0 of 14)
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.texture, ref layer.texture);
 13
 14            // Row and Coloumns
 015            RenderSimpleValues.RenderVector2Field(SkyboxEditorLiterals.rowsColumns, ref layer.flipbookRowsAndColumns);
 16
 17            // Anim Speed
 018            RenderSimpleValues.RenderFloatField(SkyboxEditorLiterals.animSpeed, ref layer.flipbookAnimSpeed);
 19
 20            // Normal Map
 021            RenderSimpleValues.RenderTexture(SkyboxEditorLiterals.normalMap, ref layer.textureNormal);
 22
 23            // Normal Intensity
 024            RenderSimpleValues.RenderFloatFieldAsSlider(SkyboxEditorLiterals.normalIntensity, ref layer.normalIntensity,
 25
 26            // Gradient
 027            RenderSimpleValues.RenderColorGradientField(layer.color, SkyboxEditorLiterals.color, layer.timeSpan_start, l
 28
 29            // Tiling
 030            RenderSimpleValues.RenderVector2Field(SkyboxEditorLiterals.tiling, ref layer.particleTiling);
 31
 32            // Offset
 033            RenderSimpleValues.RenderVector2Field(SkyboxEditorLiterals.offset, ref layer.particlesOffset);
 34
 35            // Amount
 036            RenderSimpleValues.RenderFloatField(SkyboxEditorLiterals.amount, ref layer.particlesAmount);
 37
 38            // Size
 039            RenderSimpleValues.RenderSepratedFloatFields(SkyboxEditorLiterals.size, SkyboxEditorLiterals.min, ref layer.
 40
 41            // Spread
 042            RenderSimpleValues.RenderSepratedFloatFields(SkyboxEditorLiterals.spread, SkyboxEditorLiterals.horizontal, r
 43
 44            // Fade
 045            RenderSimpleValues.RenderSepratedFloatFields(SkyboxEditorLiterals.fade, SkyboxEditorLiterals.min, ref layer.
 46
 47            // Particle Rotation
 048            RenderTransitioningVariables.RenderTransitioningVector3(ref timeOfTheDay, layer.particleRotation, SkyboxEdit
 049        }
 50    }
 51}