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131 行
3.8 KiB

using System;
using System.Collections.Generic;
namespace UnityEngine.Rendering.PostProcessing
{
public sealed class PostProcessProfile : ScriptableObject
{
[Tooltip("A list of all settings & overrides.")]
public List<PostProcessEffectSettings> settings = new List<PostProcessEffectSettings>();
// Editor only, doesn't have any use outside of it
[NonSerialized]
public bool isDirty = true;
void OnEnable()
{
// Make sure every setting is valid. If a profile holds a script that doesn't exist
// anymore, nuke it to keep the profile clean. Note that if you delete a script that is
// currently in use in a profile you'll still get a one-time error in the console, it's
// harmless and happens because Unity does a redraw of the editor (and thus the current
// frame) before the recompilation step.
settings.RemoveAll(x => x == null);
}
public void Reset()
{
isDirty = true;
}
public T AddSettings<T>()
where T : PostProcessEffectSettings
{
return (T)AddSettings(typeof(T));
}
public PostProcessEffectSettings AddSettings(Type type)
{
if (HasSettings(type))
throw new InvalidOperationException("Effect already exists in the stack");
var effect = (PostProcessEffectSettings)CreateInstance(type);
effect.hideFlags = HideFlags.HideInInspector | HideFlags.HideInHierarchy;
effect.name = type.Name;
effect.enabled.value = true;
settings.Add(effect);
isDirty = true;
return effect;
}
public PostProcessEffectSettings AddSettings(PostProcessEffectSettings effect)
{
if (HasSettings(settings.GetType()))
throw new InvalidOperationException("Effect already exists in the stack");
settings.Add(effect);
isDirty = true;
return effect;
}
public void RemoveSettings<T>()
where T : PostProcessEffectSettings
{
RemoveSettings(typeof(T));
}
public void RemoveSettings(Type type)
{
int toRemove = -1;
for (int i = 0; i < settings.Count; i++)
{
if (settings[i].GetType() == type)
{
toRemove = i;
break;
}
}
if (toRemove < 0)
throw new InvalidOperationException("Effect doesn't exist in the stack");
settings.RemoveAt(toRemove);
isDirty = true;
}
public bool HasSettings<T>()
where T : PostProcessEffectSettings
{
return HasSettings(typeof(T));
}
public bool HasSettings(Type type)
{
foreach (var setting in settings)
{
if (setting.GetType() == type)
return true;
}
return false;
}
public T GetSetting<T>() where T : PostProcessEffectSettings
{
foreach (var setting in settings)
{
if (setting is T)
return setting as T;
}
return null;
}
public bool TryGetSettings<T>(out T outSetting)
where T : PostProcessEffectSettings
{
var type = typeof(T);
outSetting = null;
foreach (var setting in settings)
{
if (setting.GetType() == type)
{
outSetting = (T)setting;
return true;
}
}
return false;
}
}
}