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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62 行
1.6 KiB

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class AudioDebug : MonoBehaviour {
public MusicSwitcher MusicSwitcher;
public Text m_text;
#if UNITY_EDITOR
private List<string> m_Lines;
#endif
public bool Enabled;
public GameObject UIRoot;
// Use this for initialization
void Start ()
{
#if UNITY_EDITOR
m_Lines = new List<string>();
#endif
}
#if UNITY_EDITOR
// Update is called once per frame
void Update ()
{
if(Enabled)
{
m_Lines.Clear();
m_Lines.Add("Audio Debug");
m_Lines.Add("-----------");
m_Lines.Add("");
m_Lines.Add("Current Music Ambience: " + MusicSwitcher.CurrentAmbience);
foreach(AudioSource source in MusicSwitcher.AmbienceAudioSources)
{
m_Lines.Add(source.clip.name + " Mix : " + source.volume.ToString());
}
m_Lines.Add("");
m_Lines.Add("Registered Ramdom Emitters");
m_Lines.Add("--------------------------");
foreach(RandomCuePlayer player in RandomCueManager.manager.Players)
{
if(player.AudioSource.isPlaying)
m_Lines.Add("(PLAYING) " + player.CueList.name +"("+ player.AudioSource.clip+") // TTL = " + player.TTL);
}
m_text.text = string.Join("\n",m_Lines.ToArray());
}
if(Input.GetKeyDown(KeyCode.F10))
{
Enabled = !Enabled;
if (!Enabled)
m_text.text = "";
UIRoot.SetActive(Enabled);
}
}
#endif
}