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89 行
2.9 KiB

using UnityEngine;
using UnityEditor;
namespace UnityEngine.Experimental.Rendering
{
// This is the class that handles rendering the debug menu in the editor (as opposed to the runtime version in the player)
public class DebugMenuEditor : EditorWindow
{
[SerializeField]
private DebugMenuState m_DebugMenuState;
[MenuItem("HDRenderPipeline/Debug Window")]
static void DisplayDebugMenu()
{
var window = EditorWindow.GetWindow<DebugMenuEditor>("Debug Window");
window.Show();
}
DebugMenuManager m_DebugMenu = null;
void OnEnable()
{
m_DebugMenu = DebugMenuManager.instance;
DebugItem.OnItemDirty += DebugItem_OnDirty;
if(m_DebugMenuState == null)
{
m_DebugMenuState = ScriptableObject.CreateInstance<DebugMenuState>();
m_DebugMenuState.hideFlags = HideFlags.DontSave;
}
}
void OnDisable()
{
DebugItem.OnItemDirty -= DebugItem_OnDirty;
}
void OnDestroy()
{
Object.DestroyImmediate(m_DebugMenuState);
}
void DebugItem_OnDirty(DebugItem item)
{
DebugItemState debugItemState = m_DebugMenuState.FindDebugItemState(item);
if(debugItemState != null)
{
UnityEditor.Undo.RecordObject(debugItemState, "DebugMenu State Update");
debugItemState.SetValue(item.GetValue());
EditorUtility.SetDirty(m_DebugMenuState);
}
}
void OnGUI()
{
if (m_DebugMenu == null)
return;
// Contrary to the menu in the player, here we always render the menu wether it's enabled or not. This is a separate window so user can manage it however they want.
EditorGUI.BeginChangeCheck();
DebugMenuUI debugMenuUI = m_DebugMenu.menuUI;
int debugMenuCount = m_DebugMenu.panelCount;
int activePanelIndex = debugMenuUI.activePanelIndex;
using (new EditorGUILayout.HorizontalScope())
{
for(int i = 0 ; i < debugMenuCount ; ++i)
{
GUIStyle style = EditorStyles.miniButtonMid;
if (i == 0)
style = EditorStyles.miniButtonLeft;
if (i == debugMenuCount - 1)
style = EditorStyles.miniButtonRight;
string name = m_DebugMenu.GetDebugPanel(i).name;
if (GUILayout.Toggle(i == activePanelIndex, new GUIContent(name), style))
activePanelIndex = i;
}
}
if(EditorGUI.EndChangeCheck())
{
debugMenuUI.activePanelIndex = activePanelIndex;
}
debugMenuUI.OnEditorGUI();
}
}
}