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187 行
5.3 KiB
187 行
5.3 KiB
using System;
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using System.Linq;
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using UnityEngine.Assertions;
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namespace UnityEngine.Experimental.Rendering
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{
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public partial class DebugUI
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{
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// Generic field - will be serialized in the editor if it's not read-only
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public abstract class Field<T> : Widget, IValueField
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{
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public Func<T> getter { get; set; }
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public Action<T> setter { get; set; }
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// This should be an `event` but they don't play nice with object initializers in the
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// version of C# we use.
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public Action<Field<T>, T> onValueChanged;
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object IValueField.ValidateValue(object value)
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{
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return ValidateValue((T)value);
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}
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public virtual T ValidateValue(T value)
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{
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return value;
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}
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object IValueField.GetValue()
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{
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return GetValue();
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}
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public T GetValue()
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{
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Assert.IsNotNull(getter);
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return getter();
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}
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public void SetValue(object value)
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{
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SetValue((T)value);
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}
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public void SetValue(T value)
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{
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Assert.IsNotNull(setter);
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var v = ValidateValue(value);
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if (!v.Equals(getter()))
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{
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setter(v);
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if (onValueChanged != null)
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onValueChanged(this, v);
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}
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}
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}
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public class BoolField : Field<bool> {}
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public class IntField : Field<int>
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{
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public Func<int> min;
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public Func<int> max;
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// Runtime-only
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public int incStep = 1;
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public int intStepMult = 10;
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public override int ValidateValue(int value)
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{
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if (min != null) value = Mathf.Max(value, min());
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if (max != null) value = Mathf.Min(value, max());
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return value;
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}
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}
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public class UIntField : Field<uint>
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{
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public Func<uint> min;
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public Func<uint> max;
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// Runtime-only
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public uint incStep = 1u;
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public uint intStepMult = 10u;
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public override uint ValidateValue(uint value)
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{
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if (min != null) value = (uint)Mathf.Max((int)value, (int)min());
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if (max != null) value = (uint)Mathf.Min((int)value, (int)max());
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return value;
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}
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}
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public class FloatField : Field<float>
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{
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public Func<float> min;
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public Func<float> max;
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// Runtime-only
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public float incStep = 0.1f;
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public float incStepMult = 10f;
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public int decimals = 3;
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public override float ValidateValue(float value)
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{
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if (min != null) value = Mathf.Max(value, min());
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if (max != null) value = Mathf.Min(value, max());
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return value;
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}
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}
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public class EnumField : Field<int>
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{
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public GUIContent[] enumNames;
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public int[] enumValues;
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public Type autoEnum
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{
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set
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{
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enumNames = Enum.GetNames(value).Select(x => new GUIContent(x)).ToArray();
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// Linq.Cast<T> on a typeless Array breaks the JIT on PS4/Mono so we have to do it manually
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//enumValues = Enum.GetValues(value).Cast<int>().ToArray();
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var values = Enum.GetValues(value);
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enumValues = new int[values.Length];
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for (int i = 0; i < values.Length; i++)
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enumValues[i] = (int)values.GetValue(i);
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}
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}
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}
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public class ColorField : Field<Color>
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{
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public bool hdr = false;
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public bool showAlpha = true;
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// Editor-only
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public bool showPicker = true;
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// Runtime-only
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public float incStep = 0.025f;
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public float incStepMult = 5f;
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public int decimals = 3;
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public override Color ValidateValue(Color value)
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{
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if (!hdr)
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{
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value.r = Mathf.Clamp01(value.r);
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value.g = Mathf.Clamp01(value.g);
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value.b = Mathf.Clamp01(value.b);
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value.a = Mathf.Clamp01(value.a);
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}
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return value;
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}
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}
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public class Vector2Field : Field<Vector2>
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{
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// Runtime-only
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public float incStep = 0.025f;
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public float incStepMult = 10f;
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public int decimals = 3;
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}
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public class Vector3Field : Field<Vector3>
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{
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// Runtime-only
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public float incStep = 0.025f;
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public float incStepMult = 10f;
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public int decimals = 3;
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}
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public class Vector4Field : Field<Vector4>
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{
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// Runtime-only
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public float incStep = 0.025f;
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public float incStepMult = 10f;
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public int decimals = 3;
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}
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}
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}
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