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71 行
2.7 KiB

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System.Reflection;
using System.Linq;
namespace UnityEngine.Experimental.ScriptableRenderLoop
{
[ExecuteInEditMode]
public class SkyParameters : MonoBehaviour
{
protected class Unhashed : System.Attribute {}
public float rotation = 0.0f;
public float exposure = 0.0f;
public float multiplier = 1.0f;
public SkyResolution resolution = SkyResolution.SkyResolution256;
public EnvironementUpdateMode updateMode = EnvironementUpdateMode.OnChanged;
public float updatePeriod = 0.0f;
private FieldInfo[] m_Properties;
protected void OnEnable()
{
HDRenderLoop renderLoop = Utilities.GetHDRenderLoop();
if (renderLoop == null)
{
return;
}
// Enumerate properties in order to compute the hash more quickly later on.
m_Properties = GetType()
.GetFields(BindingFlags.Public | BindingFlags.Instance)
.ToArray();
if (renderLoop.skyManager.skyParameters == null || renderLoop.skyManager.skyParameters.GetType() != this.GetType()) // We allow override of parameters only if the type is different. It means that we changed the Sky Renderer and might need a new set of parameters.
renderLoop.skyManager.skyParameters = this;
else if (renderLoop.skyManager.skyParameters != this && renderLoop.skyManager.skyParameters.GetType() == this.GetType())
Debug.LogWarning("Tried to setup another SkyParameters component although there is already one enabled.");
}
protected void OnDisable()
{
HDRenderLoop renderLoop = Utilities.GetHDRenderLoop();
if (renderLoop == null)
{
return;
}
// Reset the current sky parameter on the render loop
if (renderLoop.skyManager.skyParameters == this)
renderLoop.skyManager.skyParameters = null;
}
public int GetHash()
{
unchecked
{
int hash = 13;
foreach (var p in m_Properties)
{
bool unhashedAttribute = p.GetCustomAttributes(typeof(Unhashed), true).Length != 0;
System.Object obj = p.GetValue(this);
if (obj != null && !unhashedAttribute) // Sometimes it can be a null reference.
hash = hash * 23 + obj.GetHashCode();
}
return hash;
}
}
}
}