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74 行
2.1 KiB

using System.Collections.Generic;
using UnityEngine;
namespace UnityEngine.Experimental.Rendering.HDPipeline
{
public class SceneSettingsManager
{
static private SceneSettingsManager s_Instance = null;
static public SceneSettingsManager instance
{
get
{
if (s_Instance == null)
s_Instance = new SceneSettingsManager();
return s_Instance;
}
}
private List<SceneSettings> m_SceneSettingsList = new List<SceneSettings>();
void OnEnable()
{
}
void OnDisable()
{
}
public SceneSettings GetCurrentSceneSetting()
{
if (m_SceneSettingsList.Count == 0)
return null;
else
return m_SceneSettingsList[m_SceneSettingsList.Count - 1];
}
// This can be needed in the editor in case the current setting is being changed. In this case we need to reapply it.
public void UpdateCurrentSceneSetting()
{
if (m_SceneSettingsList.Count != 0)
ApplySettings(GetCurrentSceneSetting());
}
public void AddSceneSettings(SceneSettings settings)
{
m_SceneSettingsList.Add(settings);
ApplySettings(settings);
}
public void RemoveSceneSettings(SceneSettings settings)
{
m_SceneSettingsList.Remove(settings);
// Always reapply the settings at the top of the list
// (this way if the setting being removed was the active one we switch to the next one)
ApplySettings(GetCurrentSceneSetting());
}
private void ApplySettings(SceneSettings settings)
{
if (settings)
{
CommonSettingsSingleton.overrideSettings = settings.commonSettings;
SkySettingsSingleton.overrideSettings = settings.skySettings;
}
else
{
CommonSettingsSingleton.overrideSettings = null;
SkySettingsSingleton.overrideSettings = null;
}
}
}
}