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.Collections;
using UnityEngine;
using UnityEngine.AddressableAssets;
using UnityEngine.Rendering;
using UnityEngine.Rendering.Universal;
#if UNITY_EDITOR
using UnityEditor;
#endif
[ExecuteAlways]
public class DefaultVolume : MonoBehaviour
{
public static DefaultVolume Instance;
public Volume volBaseComponent;
public Volume volQualityComponent;
public AssetReference[] qualityVolumes;
private int _currentQualityLevel;
private void Start()
{
if (!Instance)
{
Instance = this;
if(Application.isPlaying)
DontDestroyOnLoad(gameObject);
_currentQualityLevel = QualitySettings.GetQualityLevel();
UpdateVolume();
}
else if(Instance != this)
{
if(UniversalRenderPipeline.asset.debugLevel != PipelineDebugLevel.Disabled)
Debug.Log($"Extra Volume Manager cleaned up. GUID:{gameObject.GetInstanceID()}");
#if UNITY_EDITOR
DestroyImmediate(gameObject);
return;
#else
Destroy(gameObject);
return;
#endif
}
}
private void LateUpdate()
{
if (_currentQualityLevel != QualitySettings.GetQualityLevel())
{
_currentQualityLevel = QualitySettings.GetQualityLevel();
UpdateVolume();
}
}
public void UpdateVolume()
{
//Setup Quality Vol if needed
if (qualityVolumes?.Length > _currentQualityLevel && qualityVolumes[_currentQualityLevel] != null)
{
#if UNITY_EDITOR
LoadVolEditor(_currentQualityLevel);
#else
StartCoroutine(LoadAndApplyQualityVolume(_currentQualityLevel));
#endif
}
else
{
volQualityComponent.sharedProfile = null;
}
if (UniversalRenderPipeline.asset.debugLevel == PipelineDebugLevel.Disabled) return;
if (volBaseComponent.sharedProfile && volQualityComponent.sharedProfile)
{
Debug.Log(message: "Updated volumes:\n" +
$" Base Volume : {volBaseComponent.sharedProfile.name}\n" +
$" Quality Volume : {volQualityComponent.sharedProfile.name}\n" +
"Total Volume Stack is now:\n");
}
}
#if UNITY_EDITOR
private void LoadVolEditor(int index)
{
if(UniversalRenderPipeline.asset.debugLevel != PipelineDebugLevel.Disabled)
Debug.Log("Loading volumes in editor.");
var assetRef = qualityVolumes[index];
var obj = assetRef.editorAsset;
volQualityComponent.sharedProfile = obj as VolumeProfile;
}
#else
private IEnumerator LoadAndApplyQualityVolume(int index)
{
var volLoading = qualityVolumes[index].LoadAssetAsync<VolumeProfile>();
yield return volLoading;
volQualityComponent.sharedProfile = volLoading.Result;
}
#endif
}
#if UNITY_EDITOR
[InitializeOnLoad]
public class StartupVolume
{
private static GameObject _vol;
static StartupVolume()
{
EditorApplication.delayCall += () =>
{
var obj = AssetDatabase.LoadAssetAtPath("Assets/objects/misc/DefaultVolume.prefab", typeof(GameObject)) as GameObject;
if (obj == null) return;
if(UniversalRenderPipeline.asset.debugLevel != PipelineDebugLevel.Disabled)
Debug.Log($"Creating Volume Manager");
_vol = Object.Instantiate(obj);
_vol.hideFlags = HideFlags.HideAndDontSave;
};
}
}
#endif