Boat Attack使用了Universal RP的许多新图形功能,可以用于探索 Universal RP 的使用方式和技巧。
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using System;
namespace UnityEditor.Rendering
{
/// <summary>Used in editor drawer part to store the state of expendable areas.</summary>
/// <typeparam name="TState">An enum to use to describe the state.</typeparam>
/// <typeparam name="TTarget">A type given to automatically compute the key.</typeparam>
public struct ExpandedState<TState, TTarget>
where TState : struct, IConvertible
{
EditorPrefBoolFlags<TState> m_State;
/// <summary>Constructor will create the key to store in the EditorPref the state given generic type passed.</summary>
/// <param name="defaultValue">If key did not exist, it will be created with this value for initialization.</param>
public ExpandedState(TState defaultValue, string prefix = "CoreRP")
{
String Key = string.Format("{0}:{1}:UI_State", prefix, typeof(TTarget).Name);
m_State = new EditorPrefBoolFlags<TState>(Key);
//register key if not already there
if (!EditorPrefs.HasKey(Key))
{
EditorPrefs.SetInt(Key, (int)(object)defaultValue);
}
}
/// <summary>Get or set the state given the mask.</summary>
public bool this[TState mask]
{
get { return m_State.HasFlag(mask); }
set { m_State.SetFlag(mask, value); }
}
/// <summary>Accessor to the expended state of this specific mask.</summary>
public bool GetExpandedAreas(TState mask)
{
return m_State.HasFlag(mask);
}
/// <summary>Setter to the expended state.</summary>
public void SetExpandedAreas(TState mask, bool value)
{
m_State.SetFlag(mask, value);
}
/// <summary> Utility to set all states to true </summary>
public void ExpandAll()
{
m_State.rawValue = ~(-1);
}
/// <summary> Utility to set all states to false </summary>
public void CollapseAll()
{
m_State.rawValue = 0;
}
}
}