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108 行
2.9 KiB
108 行
2.9 KiB
using System;
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using System.Collections.Generic;
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namespace UnityEngine.Experimental.Rendering
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{
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public sealed class VolumeProfile : ScriptableObject
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{
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public List<VolumeComponent> components = new List<VolumeComponent>();
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// Editor only, doesn't have any use outside of it
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[NonSerialized]
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public bool isDirty = true;
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void OnEnable()
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{
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// Make sure every setting is valid. If a profile holds a script that doesn't exist
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// anymore, nuke it to keep the volume clean. Note that if you delete a script that is
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// currently in use in a volume you'll still get a one-time error in the console, it's
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// harmless and happens because Unity does a redraw of the editor (and thus the current
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// frame) before the recompilation step.
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components.RemoveAll(x => x == null);
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}
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public void Reset()
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{
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isDirty = true;
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}
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public T Add<T>(bool overrides = false)
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where T : VolumeComponent
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{
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return (T)Add(typeof(T), overrides);
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}
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public VolumeComponent Add(Type type, bool overrides = false)
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{
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if (Has(type))
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throw new InvalidOperationException("Component already exists in the volume");
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var component = (VolumeComponent)CreateInstance(type);
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component.SetAllOverridesTo(overrides);
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components.Add(component);
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isDirty = true;
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return component;
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}
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public void Remove<T>()
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where T : VolumeComponent
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{
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Remove(typeof(T));
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}
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public void Remove(Type type)
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{
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int toRemove = -1;
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for (int i = 0; i < components.Count; i++)
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{
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if (components[i].GetType() == type)
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{
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toRemove = i;
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break;
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}
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}
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if (toRemove >= 0)
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{
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components.RemoveAt(toRemove);
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isDirty = true;
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}
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}
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public bool Has<T>()
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where T : VolumeComponent
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{
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return Has(typeof(T));
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}
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public bool Has(Type type)
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{
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foreach (var component in components)
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{
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if (component.GetType() == type)
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return true;
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}
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return false;
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}
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public bool TryGet<T>(out T component)
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where T : VolumeComponent
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{
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var type = typeof(T);
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component = null;
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foreach (var comp in components)
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{
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if (comp.GetType() == type)
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{
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component = (T)comp;
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return true;
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}
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}
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return false;
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}
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}
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}
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