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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285 行
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using System;
using System.Collections.Generic;
using System.Collections.ObjectModel;
using UnityEngine.Assertions;
using UnityEngine.Rendering.UI;
namespace UnityEngine.Rendering
{
using UnityObject = UnityEngine.Object;
public interface IDebugData
{
Action GetReset();
//Action GetLoad();
//Action GetSave();
}
public sealed partial class DebugManager
{
static readonly Lazy<DebugManager> s_Instance = new Lazy<DebugManager>(() => new DebugManager());
public static DebugManager instance => s_Instance.Value;
ReadOnlyCollection<DebugUI.Panel> m_ReadOnlyPanels;
readonly List<DebugUI.Panel> m_Panels = new List<DebugUI.Panel>();
void UpdateReadOnlyCollection()
{
m_Panels.Sort();
m_ReadOnlyPanels = m_Panels.AsReadOnly();
}
public ReadOnlyCollection<DebugUI.Panel> panels
{
get
{
if (m_ReadOnlyPanels == null)
UpdateReadOnlyCollection();
return m_ReadOnlyPanels;
}
}
public event Action<bool> onDisplayRuntimeUIChanged = delegate {};
public event Action onSetDirty = delegate {};
event Action resetData;
public bool refreshEditorRequested;
GameObject m_Root;
DebugUIHandlerCanvas m_RootUICanvas;
GameObject m_PersistentRoot;
DebugUIHandlerPersistentCanvas m_RootUIPersistentCanvas;
// Knowing if the DebugWindows is open, is done by event as it is in another assembly.
// The DebugWindows is responsible to link its event to ToggleEditorUI.
bool m_EditorOpen = false;
public bool displayEditorUI => m_EditorOpen;
public void ToggleEditorUI(bool open) => m_EditorOpen = open;
public bool displayRuntimeUI
{
get => m_Root != null && m_Root.activeInHierarchy;
set
{
if (value)
{
m_Root = UnityObject.Instantiate(Resources.Load<Transform>("DebugUI Canvas")).gameObject;
m_Root.name = "[Debug Canvas]";
m_Root.transform.localPosition = Vector3.zero;
m_RootUICanvas = m_Root.GetComponent<DebugUIHandlerCanvas>();
m_Root.SetActive(true);
}
else
{
CoreUtils.Destroy(m_Root);
m_Root = null;
m_RootUICanvas = null;
}
onDisplayRuntimeUIChanged(value);
}
}
public bool displayPersistentRuntimeUI
{
get => m_RootUIPersistentCanvas != null && m_PersistentRoot.activeInHierarchy;
set
{
CheckPersistentCanvas();
m_PersistentRoot.SetActive(value);
}
}
DebugManager()
{
if (!Debug.isDebugBuild)
return;
RegisterInputs();
RegisterActions();
}
public void RefreshEditor()
{
refreshEditorRequested = true;
}
public void Reset()
{
resetData?.Invoke();
ReDrawOnScreenDebug();
}
public void ReDrawOnScreenDebug()
{
if (displayRuntimeUI)
m_RootUICanvas?.ResetAllHierarchy();
}
public void RegisterData(IDebugData data) => resetData += data.GetReset();
public void UnregisterData(IDebugData data) => resetData -= data.GetReset();
public int GetState()
{
int hash = 17;
foreach (var panel in m_Panels)
hash = hash * 23 + panel.GetHashCode();
return hash;
}
internal void RegisterRootCanvas(DebugUIHandlerCanvas root)
{
Assert.IsNotNull(root);
m_Root = root.gameObject;
m_RootUICanvas = root;
}
internal void ChangeSelection(DebugUIHandlerWidget widget, bool fromNext)
{
m_RootUICanvas.ChangeSelection(widget, fromNext);
}
void CheckPersistentCanvas()
{
if (m_RootUIPersistentCanvas == null)
{
var uiManager = UnityObject.FindObjectOfType<DebugUIHandlerPersistentCanvas>();
if (uiManager == null)
{
m_PersistentRoot = UnityObject.Instantiate(Resources.Load<Transform>("DebugUI Persistent Canvas")).gameObject;
m_PersistentRoot.name = "[Debug Canvas - Persistent]";
m_PersistentRoot.transform.localPosition = Vector3.zero;
}
else
{
m_PersistentRoot = uiManager.gameObject;
}
m_RootUIPersistentCanvas = m_PersistentRoot.GetComponent<DebugUIHandlerPersistentCanvas>();
}
}
public void TogglePersistent(DebugUI.Widget widget)
{
if (widget == null)
return;
var valueWidget = widget as DebugUI.Value;
if (valueWidget == null)
{
Debug.Log("Only DebugUI.Value items can be made persistent.");
return;
}
CheckPersistentCanvas();
m_RootUIPersistentCanvas.Toggle(valueWidget);
}
void OnPanelDirty(DebugUI.Panel panel)
{
onSetDirty();
}
// TODO: Optimally we should use a query path here instead of a display name
public DebugUI.Panel GetPanel(string displayName, bool createIfNull = false, int groupIndex = 0, bool overrideIfExist = false)
{
DebugUI.Panel p = null;
foreach (var panel in m_Panels)
{
if (panel.displayName == displayName)
{
p = panel;
break;
}
}
if (p != null)
{
if (overrideIfExist)
{
p.onSetDirty -= OnPanelDirty;
RemovePanel(p);
p = null;
}
else
return p;
}
if (createIfNull)
{
p = new DebugUI.Panel { displayName = displayName, groupIndex = groupIndex };
p.onSetDirty += OnPanelDirty;
m_Panels.Add(p);
UpdateReadOnlyCollection();
}
return p;
}
// TODO: Use a query path here as well instead of a display name
public void RemovePanel(string displayName)
{
DebugUI.Panel panel = null;
foreach (var p in m_Panels)
{
if (p.displayName == displayName)
{
p.onSetDirty -= OnPanelDirty;
panel = p;
break;
}
}
RemovePanel(panel);
}
public void RemovePanel(DebugUI.Panel panel)
{
if (panel == null)
return;
m_Panels.Remove(panel);
UpdateReadOnlyCollection();
}
public DebugUI.Widget GetItem(string queryPath)
{
foreach (var panel in m_Panels)
{
var w = GetItem(queryPath, panel);
if (w != null)
return w;
}
return null;
}
DebugUI.Widget GetItem(string queryPath, DebugUI.IContainer container)
{
foreach (var child in container.children)
{
if (child.queryPath == queryPath)
return child;
var containerChild = child as DebugUI.IContainer;
if (containerChild != null)
{
var w = GetItem(queryPath, containerChild);
if (w != null)
return w;
}
}
return null;
}
}
}