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;
using UnityEngine;
namespace UnityEditor.Rendering.LookDev
{
/// <summary>
/// Different working views in LookDev
/// </summary>
public enum ViewIndex
{
First,
Second
};
/// <summary>
/// Same as <see cref="ViewIndex"/> plus a compound value
/// </summary>
public enum ViewCompositionIndex
{
First = ViewIndex.First,
Second = ViewIndex.Second,
Composite
};
// /!\ WARNING: these value name are used as uss file too.
// if your rename here, rename in the uss too.
/// <summary>
/// Different layout supported in LookDev
/// </summary>
public enum Layout
{
FullFirstView,
FullSecondView,
HorizontalSplit,
VerticalSplit,
CustomSplit
}
/// <summary>
/// Statis of the side panel of the LookDev window
/// </summary>
public enum SidePanel
{
None = -1,
Environment,
Debug
}
/// <summary>
/// Class containing all data used by the LookDev Window to render
/// </summary>
[System.Serializable]
public class Context : ScriptableObject, IDisposable
{
[SerializeField]
string m_EnvironmentLibraryGUID = ""; //Empty GUID
[SerializeField]
bool m_CameraSynced = true;
/// <summary>The currently used Environment</summary>
public EnvironmentLibrary environmentLibrary { get; private set; }
/// <summary>The currently used layout</summary>
[field: SerializeField]
public LayoutContext layout { get; private set; } = new LayoutContext();
/// <summary>
/// State if both views camera movement are synced or not
/// </summary>
public bool cameraSynced
{
get => m_CameraSynced;
set
{
if (m_CameraSynced ^ value)
{
if (value)
EditorApplication.update += SynchronizeCameraStates;
else
EditorApplication.update -= SynchronizeCameraStates;
m_CameraSynced = value;
}
}
}
[SerializeField]
ViewContext[] m_Views = new ViewContext[2]
{
new ViewContext(),
new ViewContext()
};
/// <summary>
/// Get datas relative to a view
/// </summary>
/// <param name="index">The view index to look at</param>
/// <returns>Datas for the selected view</returns>
public ViewContext GetViewContent(ViewIndex index)
=> m_Views[(int)index];
internal void Init()
{
LoadEnvironmentLibraryFromGUID();
//recompute non serialized computes states
layout.gizmoState.Init();
if (cameraSynced)
EditorApplication.update += SynchronizeCameraStates;
}
/// <summary>Update the environment used.</summary>
/// <param name="environmentOrCubemapAsset">
/// The new <see cref="Environment"/> to use.
/// Or the <see cref="Cubemap"/> to use to build a new one.
/// Other types will raise an ArgumentException.
/// </param>
public void UpdateEnvironmentLibrary(EnvironmentLibrary library)
{
m_EnvironmentLibraryGUID = "";
environmentLibrary = null;
if (library == null || library.Equals(null))
return;
m_EnvironmentLibraryGUID = AssetDatabase.AssetPathToGUID(AssetDatabase.GetAssetPath(library));
environmentLibrary = library;
}
void LoadEnvironmentLibraryFromGUID()
{
environmentLibrary = null;
GUID storedGUID;
GUID.TryParse(m_EnvironmentLibraryGUID, out storedGUID);
if (storedGUID.Empty())
return;
string path = AssetDatabase.GUIDToAssetPath(m_EnvironmentLibraryGUID);
environmentLibrary = AssetDatabase.LoadAssetAtPath<EnvironmentLibrary>(path);
}
/// <summary>
/// Synchronize cameras from both view using data from the baseCameraState
/// </summary>
/// <param name="baseCameraState">The <see cref="ViewIndex"/> to be used as reference</param>
public void SynchronizeCameraStates(ViewIndex baseCameraState)
{
switch (baseCameraState)
{
case ViewIndex.First:
m_Views[1].camera.SynchronizeFrom(m_Views[0].camera);
break;
case ViewIndex.Second:
m_Views[0].camera.SynchronizeFrom(m_Views[1].camera);
break;
default:
throw new System.ArgumentException("Unknow ViewIndex given in parameter.");
}
}
void SynchronizeCameraStates()
=> SynchronizeCameraStates(layout.lastFocusedView);
/// <summary>
/// Change focused view.
/// Focused view is the base view to copy data when syncing views' cameras
/// </summary>
/// <param name="index">The index of the view</param>
public void SetFocusedCamera(ViewIndex index)
=> layout.lastFocusedView = index;
private bool disposedValue = false; // To detect redundant calls
void IDisposable.Dispose()
{
if (!disposedValue)
{
if (cameraSynced)
EditorApplication.update -= SynchronizeCameraStates;
disposedValue = true;
}
}
}
/// <summary>
/// Data regarding the layout currently used in LookDev
/// </summary>
[System.Serializable]
public class LayoutContext
{
/// <summary>The layout used</summary>
public Layout viewLayout;
/// <summary>The last focused view</summary>
public ViewIndex lastFocusedView = ViewIndex.First;
/// <summary>The state of the side panel</summary>
public SidePanel showedSidePanel;
[SerializeField]
internal ComparisonGizmoState gizmoState = new ComparisonGizmoState();
internal bool isSimpleView => viewLayout == Layout.FullFirstView || viewLayout == Layout.FullSecondView;
internal bool isMultiView => viewLayout == Layout.HorizontalSplit || viewLayout == Layout.VerticalSplit;
internal bool isCombinedView => viewLayout == Layout.CustomSplit;
}
/// <summary>
/// Data container containing content of a view
/// </summary>
[System.Serializable]
public class ViewContext
{
/// <summary>The position and rotation of the camera</summary>
[field: SerializeField]
public CameraState camera { get; private set; } = new CameraState();
/// <summary>The currently viewed debugState</summary>
[field: SerializeField]
public DebugContext debug { get; private set; } = new DebugContext();
//Environment asset, sub-asset (under a library) or cubemap
[SerializeField]
string environmentGUID = ""; //Empty GUID
/// <summary>
/// Check if an Environment is registered for this view.
/// The result will be accurate even if the Environment have not been reloaded yet.
/// </summary>
public bool hasEnvironment => !String.IsNullOrEmpty(environmentGUID);
/// <summary>The currently used Environment</summary>
public Environment environment { get; private set; }
[SerializeField]
string viewedObjectAssetGUID = ""; //Empty GUID
// Careful here: we want to keep it while reloading script.
// But from one unity editor to an other, ID are not kept.
// So, only use it when reloading from script update.
[SerializeField]
int viewedObjecHierarchytInstanceID;
/// <summary>
/// Check if an Environment is registered for this view.
/// The result will be accurate even if the object have not been reloaded yet.
/// </summary>
public bool hasViewedObject =>
!String.IsNullOrEmpty(viewedObjectAssetGUID)
|| viewedObjecHierarchytInstanceID != 0;
/// <summary>Reference to the object given for instantiation.</summary>
public GameObject viewedObjectReference { get; private set; }
/// <summary>
/// The currently displayed instance of <see cref="viewedObjectReference"/>.
/// It will be instantiated when pushing changes to renderer.
/// See <see cref="LookDev.SaveContextChangeAndApply(ViewIndex)"/>
/// </summary>
public GameObject viewedInstanceInPreview { get; internal set; }
/// <summary>Update the environment used.</summary>
/// <param name="environmentOrCubemapAsset">
/// The new <see cref="Environment"/> to use.
/// Or the <see cref="Cubemap"/> to use to build a new one.
/// Other types will raise an ArgumentException.
/// </param>
public void UpdateEnvironment(UnityEngine.Object environmentOrCubemapAsset)
{
environmentGUID = "";
environment = null;
if (environmentOrCubemapAsset == null || environmentOrCubemapAsset.Equals(null))
return;
if (!(environmentOrCubemapAsset is Environment)
&& !(environmentOrCubemapAsset is Cubemap))
throw new System.ArgumentException("Only Environment or Cubemap accepted for environmentOrCubemapAsset parameter");
string GUID;
long localIDInFile;
AssetDatabase.TryGetGUIDAndLocalFileIdentifier(environmentOrCubemapAsset, out GUID, out localIDInFile);
environmentGUID = $"{GUID},{localIDInFile}";
if (environmentOrCubemapAsset is Environment)
environment = environmentOrCubemapAsset as Environment;
else //Cubemap
{
environment = new Environment();
environment.sky.cubemap = environmentOrCubemapAsset as Cubemap;
}
}
void LoadEnvironmentFromGUID()
{
environment = null;
GUID storedGUID;
string[] GUIDAndLocalIDInFile = environmentGUID.Split(new[] { ',' });
GUID.TryParse(GUIDAndLocalIDInFile[0], out storedGUID);
if (storedGUID.Empty())
return;
long localIDInFile = GUIDAndLocalIDInFile.Length < 2 ? 0L : long.Parse(GUIDAndLocalIDInFile[1]);
string path = AssetDatabase.GUIDToAssetPath(GUIDAndLocalIDInFile[0]);
Type savedType = AssetDatabase.GetMainAssetTypeAtPath(path);
if (savedType == typeof(EnvironmentLibrary))
{
object[] loaded = AssetDatabase.LoadAllAssetsAtPath(path);
for (int i = 0; i < loaded.Length; ++i)
{
string garbage;
long testedLocalIndex;
if (AssetDatabase.TryGetGUIDAndLocalFileIdentifier((UnityEngine.Object)loaded[i], out garbage, out testedLocalIndex)
&& testedLocalIndex == localIDInFile)
{
environment = loaded[i] as Environment;
break;
}
}
}
else if (savedType == typeof(Environment))
environment = AssetDatabase.LoadAssetAtPath<Environment>(path);
else if (savedType == typeof(Cubemap))
{
Cubemap cubemap = AssetDatabase.LoadAssetAtPath<Cubemap>(path);
environment = new Environment();
environment.sky.cubemap = cubemap;
}
}
/// <summary>Update the object reference used for instantiation.</summary>
/// <param name="viewedObject">The new reference.</param>
public void UpdateViewedObject(GameObject viewedObject)
{
viewedObjectAssetGUID = "";
viewedObjecHierarchytInstanceID = 0;
viewedObjectReference = null;
if (viewedObject == null || viewedObject.Equals(null))
return;
bool fromHierarchy = viewedObject.scene.IsValid();
if (fromHierarchy)
viewedObjecHierarchytInstanceID = viewedObject.GetInstanceID();
else
viewedObjectAssetGUID = AssetDatabase.AssetPathToGUID(AssetDatabase.GetAssetPath(viewedObject));
viewedObjectReference = viewedObject;
}
//WARNING: only for script reloading
void LoadViewedObject()
{
viewedObjectReference = null;
GUID storedGUID;
GUID.TryParse(viewedObjectAssetGUID, out storedGUID);
if (!storedGUID.Empty())
{
string path = AssetDatabase.GUIDToAssetPath(viewedObjectAssetGUID);
viewedObjectReference = AssetDatabase.LoadAssetAtPath<GameObject>(path);
}
else if (viewedObjecHierarchytInstanceID != 0)
{
viewedObjectReference = EditorUtility.InstanceIDToObject(viewedObjecHierarchytInstanceID) as GameObject;
}
}
internal void LoadAll(bool reloadWithTemporaryID)
{
if (!reloadWithTemporaryID)
CleanTemporaryObjectIndexes();
LoadEnvironmentFromGUID();
LoadViewedObject();
}
internal void CleanTemporaryObjectIndexes()
=> viewedObjecHierarchytInstanceID = 0;
/// <summary>Reset the camera state to default values</summary>
public void ResetCameraState()
=> camera.Reset();
}
/// <summary>
/// Class that will contain debug value used.
/// </summary>
[System.Serializable]
public class DebugContext
{
///// <summary>Display the debug grey balls</summary>
//public bool greyBalls;
//[SerializeField]
//string colorChartGUID = ""; //Empty GUID
///// <summary>The currently used color chart</summary>
//public Texture2D colorChart { get; private set; }
}
}