浏览代码

Renaming and small fixes for Debug Window framework.

/stochastic_alpha_test
Julien Ignace 7 年前
当前提交
664681f9
共有 6 个文件被更改,包括 47 次插入26 次删除
  1. 8
      ScriptableRenderPipeline/Core/Debugging/DebugItemHandler.cs
  2. 2
      ScriptableRenderPipeline/Core/Debugging/DebugItemUI.cs
  3. 16
      ScriptableRenderPipeline/Core/Debugging/DebugMenuState.cs
  4. 2
      ScriptableRenderPipeline/Core/Debugging/DebugPanel.cs
  5. 41
      ScriptableRenderPipeline/Core/Debugging/DebugPanelUI.cs
  6. 4
      ScriptableRenderPipeline/HDRenderPipeline/Debug/LightingDebugPanel.cs

8
ScriptableRenderPipeline/Core/Debugging/DebugItemHandler.cs


m_DebugItem = item;
}
// Method user needs to override for specific value clamping.
public virtual void ClampValues(Func<object> getter, Action<object> setter) {}
// Method user needs to override for specific value validation.
public virtual void ValidateValues(Func<object> getter, Action<object> setter) {}
// Method that will create UI items for runtime debug menu.
public abstract DebugItemUI BuildGUI(GameObject parent);

m_Max = max;
}
public override void ClampValues(Func<object> getter, Action<object> setter)
public override void ValidateValues(Func<object> getter, Action<object> setter)
{
setter(Mathf.Clamp((float)getter(), m_Min, m_Max));
}

m_Max = max;
}
public override void ClampValues(Func<object> getter, Action<object> setter)
public override void ValidateValues(Func<object> getter, Action<object> setter)
{
setter(Math.Min(m_Max, Math.Max(m_Min, (uint)getter())));
}

2
ScriptableRenderPipeline/Core/Debugging/DebugItemUI.cs


public bool dynamicDisplay { get { return (m_DebugItem.flags & DebugItemFlag.DynamicDisplay) != 0; } }
public DebugItem debugItem { get { return m_DebugItem; } }
protected DebugItemUI(DebugItem debugItem)
{
m_DebugItem = debugItem;

16
ScriptableRenderPipeline/Core/Debugging/DebugMenuState.cs


namespace UnityEngine.Experimental.Rendering
{
[Serializable]
public abstract class DebugItemState
: ScriptableObject
{

if (debugItemState == null)
{
debugItemState = item.handler.CreateDebugItemState();
debugItemState.hideFlags = HideFlags.DontSave;
debugItemState.Initialize(item);
debugItemState.SetValue(item.GetValue());
AddDebugItemState(debugItemState);
if(debugItemState != null)
{
debugItemState.hideFlags = HideFlags.DontSave;
debugItemState.Initialize(item);
debugItemState.SetValue(item.GetValue());
AddDebugItemState(debugItemState);
}
else
{
Debug.LogWarning(String.Format("DebugItemState for item {0} of type {1} is not provided.\nDid you implement CreateDebugItemState in your custom Handler?", item.name, item.type));
}
}
}
}

2
ScriptableRenderPipeline/Core/Debugging/DebugPanel.cs


if(m_Setter != null)
{
m_Setter(value);
m_Handler.ClampValues(m_Getter, m_Setter);
m_Handler.ValidateValues(m_Getter, m_Setter);
}
if (record && OnItemDirty != null)

41
ScriptableRenderPipeline/Core/Debugging/DebugPanelUI.cs


GameObject.Destroy(child.gameObject);
}
m_ItemsUI.Clear();
protected void AddDebugItemUI(DebugItem item, GameObject parent)
{
#if UNITY_EDITOR
// We don't want runtime only items even in the "player" debug menu if we are in the editor.
if (item.runtimeOnly)
return;
#endif
if(item.editorOnly)
return;
DebugItemUI itemUI = item.handler.BuildGUI(parent);
if(itemUI == null)
{
Debug.LogWarning(String.Format("DebugItemUI not provided for item {0} of type {1}.\n Did you implement BuildGUI for your custom Handler?", item.name, item.type));
}
else
{
m_ItemsUI.Add(itemUI);
}
}
m_ItemsUI.Clear();
#if UNITY_EDITOR
// We don't want runtime only items even in the "player" debug menu if we are in the editor.
if (item.runtimeOnly)
continue;
#endif
if(!item.editorOnly)
{
DebugItemHandler handler = item.handler; // Should never be null, we have at least the default handler
m_ItemsUI.Add(handler.BuildGUI(parent));
}
AddDebugItemUI(item, parent);
}
}

{
if (m_SelectedItem != -1)
{
return m_DebugPanel.GetDebugItem(m_SelectedItem);
return m_ItemsUI[m_SelectedItem].debugItem;
}
return null;

public void OnMoveHorizontal(float value)
{
if (m_SelectedItem != -1 && !m_DebugPanel.GetDebugItem(m_SelectedItem).readOnly)
if (m_SelectedItem != -1 && !m_ItemsUI[m_SelectedItem].debugItem.readOnly)
{
if (value > 0.0f)
m_ItemsUI[m_SelectedItem].OnIncrement();

public void OnValidate()
{
if (m_SelectedItem != -1 && !m_DebugPanel.GetDebugItem(m_SelectedItem).readOnly)
if (m_SelectedItem != -1 && !m_ItemsUI[m_SelectedItem].debugItem.readOnly)
m_ItemsUI[m_SelectedItem].OnValidate();
}

4
ScriptableRenderPipeline/HDRenderPipeline/Debug/LightingDebugPanel.cs


}
public override void ClampValues(Func<object> getter, Action<object> setter)
public override void ValidateValues(Func<object> getter, Action<object> setter)
{
HDRenderPipeline hdPipeline = RenderPipelineManager.currentPipeline as HDRenderPipeline;
m_Max = (uint)hdPipeline.GetShadowAtlasCount() - 1;

}
public override void ClampValues(Func<object> getter, Action<object> setter)
public override void ValidateValues(Func<object> getter, Action<object> setter)
{
HDRenderPipeline hdPipeline = RenderPipelineManager.currentPipeline as HDRenderPipeline;
m_Max = (uint)hdPipeline.GetCurrentShadowCount() - 1;

正在加载...
取消
保存