< Summary

Class:DCL.Skybox.RenderPlanarLayer
Assembly:SkyboxEditorAssembly
File(s):/tmp/workspace/unity-renderer/unity-renderer/Assets/Rendering/ProceduralSkybox/ToolProceduralSkybox/Scripts/Editor/Procedural Skybox/TextureLayers/RenderPlanarLayer.cs
Covered lines:0
Uncovered lines:42
Coverable lines:42
Total lines:110
Line coverage:0% (0 of 42)
Covered branches:0
Total branches:0

Metrics

MethodBranch coverage Crap Score Cyclomatic complexity NPath complexity Sequence coverage
RenderLayer(...)0%12300%
RenderDistortionVariables(...)0%6200%

File(s)

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

#LineLine coverage
 1using System.Collections;
 2using System.Collections.Generic;
 3using UnityEditor;
 4using UnityEngine;
 5
 6namespace DCL.Skybox
 7{
 8    public static class RenderPlanarLayer
 9    {
 10        public static void RenderLayer(ref float timeOfTheDay, EditorToolMeasurements toolSize, TextureLayer layer, bool
 11        {
 12            // Texture
 013            RenderSimpleValues.RenderTexture(SkyboxEditorLiterals.texture, ref layer.texture);
 14
 15            // Row and Coloumns
 016            RenderSimpleValues.RenderVector2Field(SkyboxEditorLiterals.rowsColumns, ref layer.flipbookRowsAndColumns);
 17
 18            // Anim Speed
 019            RenderSimpleValues.RenderFloatField(SkyboxEditorLiterals.animSpeed, ref layer.flipbookAnimSpeed);
 20
 21            // Normal Texture
 022            RenderSimpleValues.RenderTexture(SkyboxEditorLiterals.normalMap, ref layer.textureNormal);
 23
 24            // Normal Intensity
 025            RenderSimpleValues.RenderFloatFieldAsSlider(SkyboxEditorLiterals.normalIntensity, ref layer.normalIntensity,
 26
 27            // Gradient
 028            RenderSimpleValues.RenderColorGradientField(layer.color, SkyboxEditorLiterals.color, layer.timeSpan_start, l
 29
 30            // Tiling
 031            RenderSimpleValues.RenderVector2Field(SkyboxEditorLiterals.tiling, ref layer.tiling);
 32
 33            // Movement Type
 034            EditorGUILayout.BeginHorizontal(GUILayout.ExpandWidth(false));
 035            EditorGUILayout.LabelField(SkyboxEditorLiterals.movementType, GUILayout.Width(150), GUILayout.ExpandWidth(fa
 036            layer.movementTypePlanar_Radial = (MovementType)EditorGUILayout.EnumPopup(layer.movementTypePlanar_Radial, G
 037            EditorGUILayout.EndHorizontal();
 38
 039            EditorGUI.indentLevel++;
 040            EditorGUILayout.Separator();
 41
 042            if (layer.movementTypePlanar_Radial == MovementType.Speed)
 43            {
 44                // Speed
 045                RenderSimpleValues.RenderVector2Field(SkyboxEditorLiterals.speed, ref layer.speed_Vector2);
 046            }
 47            else
 48            {
 49                // Offset
 050                RenderTransitioningVariables.RenderTransitioningVector2(ref timeOfTheDay, layer.offset, SkyboxEditorLite
 51            }
 52
 053            EditorGUI.indentLevel--;
 54
 055            EditorGUILayout.Space(15);
 56
 57            // Render Distance
 058            RenderTransitioningVariables.RenderTransitioningFloat(toolSize, ref timeOfTheDay, layer.renderDistance, Skyb
 59
 060            EditorGUILayout.Space(15);
 61
 62            // Rotation
 063            if (!isRadial)
 64            {
 065                RenderTransitioningVariables.RenderTransitioningFloat(toolSize, ref timeOfTheDay, layer.rotations_float,
 066                EditorGUILayout.Separator();
 67            }
 68
 069            RenderDistortionVariables(ref timeOfTheDay, toolSize, layer);
 70
 071            EditorGUILayout.Space(10);
 072        }
 73
 74        public static void RenderDistortionVariables(ref float timeOfTheDay, EditorToolMeasurements toolSize, TextureLay
 75        {
 076            layer.distortionExpanded = EditorGUILayout.Foldout(layer.distortionExpanded, SkyboxEditorLiterals.distortion
 77
 078            if (!layer.distortionExpanded)
 79            {
 080                return;
 81            }
 82
 083            EditorGUILayout.Space(10);
 84
 085            EditorGUI.indentLevel++;
 86
 87            // Distortion Intensity
 088            RenderTransitioningVariables.RenderTransitioningFloat(toolSize, ref timeOfTheDay, layer.distortIntensity, Sk
 89
 090            EditorGUILayout.Space(10);
 91
 92            // Distortion Size
 093            RenderTransitioningVariables.RenderTransitioningFloat(toolSize, ref timeOfTheDay, layer.distortSize, SkyboxE
 94
 095            EditorGUILayout.Space(10);
 96
 97            // Distortion Speed
 098            RenderTransitioningVariables.RenderTransitioningVector2(ref timeOfTheDay, layer.distortSpeed, SkyboxEditorLi
 99
 0100            EditorGUILayout.Space(10);
 101
 102            // Distortion Sharpness
 0103            RenderTransitioningVariables.RenderTransitioningVector2(ref timeOfTheDay, layer.distortSharpness, SkyboxEdit
 104
 0105            EditorGUILayout.Space(10);
 106
 0107            EditorGUI.indentLevel--;
 0108        }
 109    }
 110}