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225 行
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using System;
using System.Collections.Generic;
namespace UnityEngine.Experimental.Rendering
{
[ExecuteInEditMode]
public class Volume : MonoBehaviour
{
[Tooltip("A global volume is applied to the whole scene.")]
public bool isGlobal = false;
[Tooltip("Volume priority in the stack. Higher number means higher priority. Negative values are supported.")]
public float priority = 0f;
[Tooltip("Outer distance to start blending from. A value of 0 means no blending and the volume overrides will be applied immediately upon entry.")]
public float blendDistance = 0f;
[Range(0f, 1f), Tooltip("Total weight of this volume in the scene. 0 means it won't do anything, 1 means full effect.")]
public float weight = 1f;
public List<VolumeComponent> components = new List<VolumeComponent>();
// Editor-only
[NonSerialized]
public bool isDirty;
// Needed for state tracking (see the comments in Update)
int m_PreviousLayer;
float m_PreviousPriority;
void OnEnable()
{
// Make sure every setting is valid. If a profile holds a script that doesn't exist
// anymore, nuke it to keep the volume clean. Note that if you delete a script that is
// currently in use in a volume you'll still get a one-time error in the console, it's
// harmless and happens because Unity does a redraw of the editor (and thus the current
// frame) before the recompilation step.
components.RemoveAll(x => x == null);
m_PreviousLayer = gameObject.layer;
VolumeManager.instance.Register(this, m_PreviousLayer);
}
void OnDisable()
{
VolumeManager.instance.Unregister(this, gameObject.layer);
}
void Reset()
{
isDirty = true;
}
void Update()
{
// Unfortunately we need to track the current layer to update the volume manager in
// real-time as the user could change it at any time in the editor or at runtime.
// Because no event is raised when the layer changes, we have to track it on every
// frame :/
int layer = gameObject.layer;
if (layer != m_PreviousLayer)
{
VolumeManager.instance.UpdateVolumeLayer(this, m_PreviousLayer, layer);
m_PreviousLayer = layer;
}
// Same for priority. We could use a property instead, but it doesn't play nice with the
// serialization system. Using a custom Attribute/PropertyDrawer for a property is
// possible but it doesn't work with Undo/Redo in the editor, which makes it useless for
// our case.
if (priority != m_PreviousPriority)
{
VolumeManager.instance.SetLayerDirty(layer);
m_PreviousPriority = priority;
}
}
public T Add<T>(bool overrides = false)
where T : VolumeComponent
{
return (T)Add(typeof(T), overrides);
}
public VolumeComponent Add(Type type, bool overrides = false)
{
if (Has(type))
throw new InvalidOperationException("Component already exists in the volume");
var component = (VolumeComponent)ScriptableObject.CreateInstance(type);
component.SetAllOverridesTo(overrides);
components.Add(component);
isDirty = true;
return component;
}
public void Remove<T>()
where T : VolumeComponent
{
Remove(typeof(T));
}
public void Remove(Type type)
{
int toRemove = -1;
for (int i = 0; i < components.Count; i++)
{
if (components[i].GetType() == type)
{
toRemove = i;
break;
}
}
if (toRemove >= 0)
{
components.RemoveAt(toRemove);
isDirty = true;
}
}
public bool Has<T>()
where T : VolumeComponent
{
return Has(typeof(T));
}
public bool Has(Type type)
{
foreach (var component in components)
{
if (component.GetType() == type)
return true;
}
return false;
}
public bool TryGet<T>(out T component)
where T : VolumeComponent
{
var type = typeof(T);
component = null;
foreach (var comp in components)
{
if (comp.GetType() == type)
{
component = (T)comp;
return true;
}
}
return false;
}
#if UNITY_EDITOR
// TODO: Look into a better volume previsualization system
List<Collider> m_TempColliders;
void OnDrawGizmos()
{
if (m_TempColliders == null)
m_TempColliders = new List<Collider>();
var colliders = m_TempColliders;
GetComponents(colliders);
if (isGlobal || colliders == null)
return;
var scale = transform.localScale;
var invScale = new Vector3(1f / scale.x, 1f / scale.y, 1f / scale.z);
Gizmos.matrix = Matrix4x4.TRS(transform.position, transform.rotation, scale);
Gizmos.color = new Color(0f, 1f, 0.1f, 0.35f);
// Draw a separate gizmo for each collider
foreach (var collider in colliders)
{
if (!collider.enabled)
continue;
// We'll just use scaling as an approximation for volume skin. It's far from being
// correct (and is completely wrong in some cases). Ultimately we'd use a distance
// field or at least a tesselate + push modifier on the collider's mesh to get a
// better approximation, but the current Gizmo system is a bit limited and because
// everything is dynamic in Unity and can be changed at anytime, it's hard to keep
// track of changes in an elegant way (which we'd need to implement a nice cache
// system for generated volume meshes).
var type = collider.GetType();
if (type == typeof(BoxCollider))
{
var c = (BoxCollider)collider;
Gizmos.DrawCube(c.center, c.size);
Gizmos.DrawWireCube(c.center, c.size + invScale * blendDistance * 2f);
}
else if (type == typeof(SphereCollider))
{
var c = (SphereCollider)collider;
Gizmos.DrawSphere(c.center, c.radius);
Gizmos.DrawWireSphere(c.center, c.radius + invScale.x * blendDistance);
}
else if (type == typeof(MeshCollider))
{
var c = (MeshCollider)collider;
// Only convex mesh colliders are allowed
if (!c.convex)
c.convex = true;
// Mesh pivot should be centered or this won't work
Gizmos.DrawMesh(c.sharedMesh);
Gizmos.DrawWireMesh(c.sharedMesh, Vector3.zero, Quaternion.identity, Vector3.one + invScale * blendDistance * 2f);
}
// Nothing for capsule (DrawCapsule isn't exposed in Gizmo), terrain, wheel and
// other colliders...
}
colliders.Clear();
}
#endif
}
}