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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3.7 KiB

using System.Linq;
using System.Collections.Generic;
using UnityEngine;
using System;
using System.Reflection;
namespace GameplayIngredients
{
public abstract class Manager : MonoBehaviour
{
private static Dictionary<Type, Manager> s_Managers = new Dictionary<Type, Manager>();
public static T Get<T>() where T: Manager
{
if(s_Managers.ContainsKey(typeof(T)))
return (T)s_Managers[typeof(T)];
else
{
Debug.LogError($"Manager of type '{typeof(T)}' could not be accessed. Check the excludedManagers list in your GameplayIngredientsSettings configuration file.");
return null;
}
}
public static bool Has<T>() where T:Manager
{
return(s_Managers.ContainsKey(typeof(T)));
}
static readonly Type[] kAllManagerTypes = GetAllManagerTypes();
[RuntimeInitializeOnLoadMethod]
static void AutoCreateAll()
{
var exclusionList = GameplayIngredientsSettings.currentSettings.excludedeManagers;
Debug.Log("Initializing all Managers...");
foreach(var type in kAllManagerTypes)
{
if(exclusionList != null && exclusionList.ToList().Contains(type.Name))
{
Debug.Log($"Manager : {type.Name} is in GameplayIngredientSettings.excludedeManagers List: ignoring Creation");
continue;
}
var attrib = type.GetCustomAttribute<ManagerDefaultPrefabAttribute>();
GameObject gameObject;
if(attrib != null)
{
var prefab = Resources.Load<GameObject>(attrib.prefab);
if(prefab == null) // Try loading the "Default_" prefixed version of the prefab
{
prefab = Resources.Load<GameObject>("Default_"+attrib.prefab);
}
if(prefab != null)
{
gameObject = GameObject.Instantiate(prefab);
}
else
{
Debug.LogError($"Could not instantiate default prefab for {type.ToString()} : No prefab '{attrib.prefab}' found in resources folders. Ignoring...");
continue;
}
}
else
{
gameObject = new GameObject();
gameObject.AddComponent(type);
}
gameObject.name = type.Name;
GameObject.DontDestroyOnLoad(gameObject);
var comp = (Manager)gameObject.GetComponent(type);
s_Managers.Add(type,comp);
Debug.Log(string.Format(" -> <{0}> OK", type.Name));
}
}
static Type[] GetAllManagerTypes()
{
List<Type> types = new List<Type>();
foreach(var assembly in AppDomain.CurrentDomain.GetAssemblies())
{
Type[] assemblyTypes = null;
try
{
assemblyTypes = assembly.GetTypes();
}
catch
{
Debug.LogError($"Could not load types from assembly : {assembly.FullName}");
}
if(assemblyTypes != null)
{
foreach (Type t in assemblyTypes)
{
if (typeof(Manager).IsAssignableFrom(t) && !t.IsAbstract)
{
types.Add(t);
}
}
}
}
return types.ToArray();
}
}
}