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73 行
2.5 KiB
73 行
2.5 KiB
using System;
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using System.Collections.Generic;
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using System.Collections.ObjectModel;
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using System.Reflection;
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using System.Linq;
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namespace UnityEngine.Experimental.Rendering
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{
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[Serializable]
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public class VolumeComponent : ScriptableObject
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{
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// Used to control the state of this override - handy to quickly turn a volume override
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// on & off in the editor
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public bool active = true;
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internal ReadOnlyCollection<VolumeParameter> parameters { get; private set; }
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void OnEnable()
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{
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// Automatically grab all fields of type VolumeParameter for this instance
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parameters = this.GetType()
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.GetFields(BindingFlags.Public | BindingFlags.Instance)
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.Where(t => t.FieldType.IsSubclassOf(typeof(VolumeParameter)))
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.OrderBy(t => t.MetadataToken) // Guaranteed order
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.Select(t => (VolumeParameter)t.GetValue(this))
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.ToList()
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.AsReadOnly();
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}
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public void SetAllOverridesTo(bool state)
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{
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SetAllOverridesTo(parameters, state);
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}
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void SetAllOverridesTo(IEnumerable<VolumeParameter> enumerable, bool state)
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{
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foreach (var prop in enumerable)
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{
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prop.overrideState = state;
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var t = prop.GetType();
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if (VolumeParameter.IsObjectParameter(t))
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{
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// This method won't be called a lot but this is sub-optimal, fix me
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var innerParams = (ReadOnlyCollection<VolumeParameter>)
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t.GetProperty("parameters", BindingFlags.NonPublic | BindingFlags.Instance)
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.GetValue(prop, null);
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if (innerParams != null)
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SetAllOverridesTo(innerParams, state);
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}
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}
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}
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// Custom hashing function used to compare the state of settings (it's not meant to be
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// unique but to be a quick way to check if two setting sets have the same state or not).
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// Hash collision rate should be pretty low.
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public override int GetHashCode()
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{
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unchecked
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{
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//return parameters.Aggregate(17, (i, p) => i * 23 + p.GetHash());
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int hash = 17;
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foreach (var p in parameters)
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hash = hash * 23 + p.GetHashCode();
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return hash;
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}
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}
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}
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}
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