using System.Collections.Generic; using UnityEngine; using System; namespace UnityEngine.Experimental.Rendering { [Serializable] public abstract class DebugItemState : ScriptableObject { public DebugItemState() { } public string panelName = ""; public string itemName = ""; protected DebugItem m_DebugItem = null; public bool isValid { get { return m_DebugItem != null; } } public abstract void UpdateDebugItemValue(); public abstract void SetValue(object value); public void Initialize(DebugItem item) { this.panelName = item.panelName; this.itemName = item.name; m_DebugItem = item; } } public class DebugItemState : DebugItemState { public T value; public override void SetValue(object value) { this.value = (T)value; } public override void UpdateDebugItemValue() { if(m_DebugItem == null) { if (itemName != "" && panelName != "") { DebugMenuManager dmm = DebugMenuManager.instance; DebugPanel menu = dmm.GetDebugPanel(panelName); if (menu != null) { m_DebugItem = menu.GetDebugItem(itemName); } } } if(m_DebugItem != null) // Can happen if not all menu are populated yet (depends on call order...) m_DebugItem.SetValue(value, false); } } public class DebugMenuState : ScriptableObject { [SerializeField] List m_ItemStateList = new List(); public void OnEnable() { #if UNITY_EDITOR UnityEditor.Undo.undoRedoPerformed += OnUndoRedoPerformed; #endif // Populate item states DebugMenuManager dmm = DebugMenuManager.instance; for (int panelIdx = 0; panelIdx < dmm.panelCount; ++panelIdx) { DebugPanel panel = dmm.GetDebugPanel(panelIdx); for (int itemIdx = 0; itemIdx < panel.itemCount; ++itemIdx) { DebugItem item = panel.GetDebugItem(itemIdx); DebugItemState debugItemState = FindDebugItemState(item); if (debugItemState == null) { debugItemState = item.handler.CreateDebugItemState(); debugItemState.hideFlags = HideFlags.DontSave; debugItemState.Initialize(item); debugItemState.SetValue(item.GetValue()); AddDebugItemState(debugItemState); } } } DebugMenuManager.instance.SetDebugMenuState(this); } public void OnDisable() { #if UNITY_EDITOR UnityEditor.Undo.undoRedoPerformed -= OnUndoRedoPerformed; #endif } public void OnDestroy() { foreach(var item in m_ItemStateList) { Object.DestroyImmediate(item); } } void OnUndoRedoPerformed() { // Maybe check a hash or something? So that we don't do that at each redo... UpdateAllDebugItems(); #if UNITY_EDITOR UnityEditorInternal.InternalEditorUtility.RepaintAllViews(); #endif } public void AddDebugItemState(DebugItemState state) { m_ItemStateList.Add(state); } public DebugItemState FindDebugItemState(DebugItem item) { return m_ItemStateList.Find(x => x.itemName == item.name && x.panelName == item.panelName); } public void UpdateAllDebugItems() { foreach (var itemState in m_ItemStateList) { itemState.UpdateDebugItemValue(); } #if UNITY_EDITOR UnityEditorInternal.InternalEditorUtility.RepaintAllViews(); #endif } } }