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。
您最多选择25个主题 主题必须以中文或者字母或数字开头,可以包含连字符 (-),并且长度不得超过35个字符
 
 
 

130 行
4.4 KiB

using System;
using System.Collections.Generic;
using System.Collections.ObjectModel;
using System.Reflection;
using System.Linq;
namespace UnityEngine.Rendering
{
[AttributeUsage(AttributeTargets.Class, AllowMultiple = false)]
public sealed class VolumeComponentMenu : Attribute
{
public readonly string menu;
// TODO: Add support for component icons
public VolumeComponentMenu(string menu)
{
this.menu = menu;
}
}
[AttributeUsage(AttributeTargets.Class, AllowMultiple = false)]
public sealed class VolumeComponentDeprecated : Attribute
{
}
[Serializable]
public class VolumeComponent : ScriptableObject
{
// Used to control the state of this override - handy to quickly turn a volume override
// on & off in the editor
public bool active = true;
public string displayName { get; protected set; } = "";
public ReadOnlyCollection<VolumeParameter> parameters { get; private set; }
#pragma warning disable 414
[SerializeField]
bool m_AdvancedMode = false; // Editor-only
#pragma warning restore 414
protected virtual void OnEnable()
{
// Automatically grab all fields of type VolumeParameter for this instance
parameters = this.GetType()
.GetFields(BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Instance)
.Where(t => t.FieldType.IsSubclassOf(typeof(VolumeParameter)))
.OrderBy(t => t.MetadataToken) // Guaranteed order
.Select(t => (VolumeParameter)t.GetValue(this))
.ToList()
.AsReadOnly();
foreach (var parameter in parameters)
parameter.OnEnable();
}
protected virtual void OnDisable()
{
if (parameters == null)
return;
foreach (var parameter in parameters)
parameter.OnDisable();
}
// You can override this to do your own blending. Either loop through the `parameters` list
// or reference direct fields (you'll need to cast `state` to your custom type and don't
// forget to use `SetValue` on parameters, do not assign directly to the state object - and
// of course you'll need to check for the `overrideState` manually).
public virtual void Override(VolumeComponent state, float interpFactor)
{
int count = parameters.Count;
for (int i = 0; i < count; i++)
{
var stateParam = state.parameters[i];
var toParam = parameters[i];
// Keep track of the override state for debugging purpose
stateParam.overrideState = toParam.overrideState;
if (toParam.overrideState)
stateParam.Interp(stateParam, toParam, interpFactor);
}
}
public void SetAllOverridesTo(bool state)
{
SetAllOverridesTo(parameters, state);
}
void SetAllOverridesTo(IEnumerable<VolumeParameter> enumerable, bool state)
{
foreach (var prop in enumerable)
{
prop.overrideState = state;
var t = prop.GetType();
if (VolumeParameter.IsObjectParameter(t))
{
// This method won't be called a lot but this is sub-optimal, fix me
var innerParams = (ReadOnlyCollection<VolumeParameter>)
t.GetProperty("parameters", BindingFlags.NonPublic | BindingFlags.Instance)
.GetValue(prop, null);
if (innerParams != null)
SetAllOverridesTo(innerParams, state);
}
}
}
// Custom hashing function used to compare the state of settings (it's not meant to be
// unique but to be a quick way to check if two setting sets have the same state or not).
// Hash collision rate should be pretty low.
public override int GetHashCode()
{
unchecked
{
//return parameters.Aggregate(17, (i, p) => i * 23 + p.GetHash());
int hash = 17;
for (int i = 0; i < parameters.Count; i++)
hash = hash * 23 + parameters[i].GetHashCode();
return hash;
}
}
}
}