我们创建了 Fontainebleau 演示来说明摄影photogrammetry流程和 LayeredLit 着色器的使用。
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using NaughtyAttributes;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace GameplayIngredients.Logic
{
public class GlobalLogic : LogicBase
{
[Header("Base Value")]
public Globals.Scope scope = Globals.Scope.Global;
public Globals.Type type = Globals.Type.Boolean;
public string Variable = "SomeVariable";
public Evaluation evaluation = Evaluation.Equal;
[Header("Compare To...")]
[ShowIf("isCompareToOther")]
public CompareTo compareTo = CompareTo.Value;
[ShowIf("isBool")]
public bool boolValue = true;
[ShowIf("isInt")]
public int intValue = 1;
[ShowIf("isString")]
public string stringValue = "Value";
[ShowIf("isFloat")]
public float floatValue = 1.0f;
[ShowIf("isGameObject")]
public GameObject gameObjectValue;
[ShowIf("isGlobal")]
public string compareToVariable = "OtherVariable";
[ShowIf("isGlobal")]
public Globals.Scope compareToScope = Globals.Scope.Global;
public enum Evaluation
{
Equal,
NotEqual,
Greater,
GreaterOrEqual,
Less,
LessOrEqual,
Exists
}
public enum CompareTo
{
Value,
OtherGlobalVariable,
}
bool isBool() { return isValue() && type == Globals.Type.Boolean; }
bool isInt() { return isValue() && type == Globals.Type.Integer; }
bool isFloat() { return isValue() && type == Globals.Type.Float; }
bool isString() { return isValue() && type == Globals.Type.String; }
bool isGameObject() { return isValue() && type == Globals.Type.GameObject; }
bool isValue() { return compareTo == CompareTo.Value && isCompareToOther(); }
bool isGlobal() { return compareTo == CompareTo.OtherGlobalVariable && isCompareToOther(); }
bool isCompareToOther() { return evaluation != Evaluation.Exists; }
[ReorderableList]
public Callable[] OnTestSuccess;
[ReorderableList]
public Callable[] OnTestFail;
public override void Execute(GameObject instigator = null)
{
bool result = false;
if (evaluation == Evaluation.Exists)
{
switch (type)
{
case Globals.Type.Boolean: result = Globals.HasBool(Variable, scope); break;
case Globals.Type.Float: result = Globals.HasFloat(Variable, scope); break;
case Globals.Type.Integer: result = Globals.HasInt(Variable, scope); break;
case Globals.Type.String: result = Globals.HasString(Variable, scope); break;
case Globals.Type.GameObject: result = Globals.HasObject(Variable, scope); break;
}
}
else
{
try
{
switch (type)
{
case Globals.Type.Boolean:
result = TestValue(Globals.GetBool(Variable, scope), GetBoolValue());
break;
case Globals.Type.Integer:
result = TestValue(Globals.GetInt(Variable, scope), GetIntValue());
break;
case Globals.Type.Float:
result = TestValue(Globals.GetFloat(Variable, scope), GetFloatValue());
break;
case Globals.Type.String:
result = TestValue(Globals.GetString(Variable, scope), GetStringValue());
break;
case Globals.Type.GameObject:
result = TestObjectValue(Globals.GetObject(Variable, scope), GetObjectValue());
break;
}
}
catch { }
}
if (result)
Callable.Call(OnTestSuccess, instigator);
else
Callable.Call(OnTestFail, instigator);
}
bool GetBoolValue()
{
switch (compareTo)
{
default:
case CompareTo.Value:
return boolValue;
case CompareTo.OtherGlobalVariable:
return Globals.GetBool(compareToVariable, compareToScope);
}
}
int GetIntValue()
{
switch (compareTo)
{
default:
case CompareTo.Value:
return intValue;
case CompareTo.OtherGlobalVariable:
return Globals.GetInt(compareToVariable, compareToScope);
}
}
float GetFloatValue()
{
switch (compareTo)
{
default:
case CompareTo.Value:
return floatValue;
case CompareTo.OtherGlobalVariable:
return Globals.GetFloat(compareToVariable, compareToScope);
}
}
string GetStringValue()
{
switch (compareTo)
{
default:
case CompareTo.Value:
return stringValue;
case CompareTo.OtherGlobalVariable:
return Globals.GetString(compareToVariable, compareToScope);
}
}
GameObject GetObjectValue()
{
switch (compareTo)
{
default:
case CompareTo.Value:
return gameObjectValue;
case CompareTo.OtherGlobalVariable:
return Globals.GetObject(compareToVariable, compareToScope);
}
}
bool TestValue<T>(T value, T other) where T : System.IComparable<T>
{
switch (evaluation)
{
case Evaluation.Equal: return value.CompareTo(other) == 0;
case Evaluation.NotEqual: return value.CompareTo(other) != 0;
case Evaluation.Greater: return value.CompareTo(other) > 0;
case Evaluation.GreaterOrEqual: return value.CompareTo(other) >= 0;
case Evaluation.Less: return value.CompareTo(other) < 0;
case Evaluation.LessOrEqual: return value.CompareTo(other) <= 0;
}
return false;
}
bool TestObjectValue(GameObject value, GameObject other)
{
switch (evaluation)
{
case Evaluation.Equal:
return value == other;
case Evaluation.NotEqual:
case Evaluation.Greater:
case Evaluation.GreaterOrEqual:
case Evaluation.Less:
case Evaluation.LessOrEqual:
return value != other;
}
return false;
}
}
}