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88 行
2.9 KiB
88 行
2.9 KiB
using UnityEditor;
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namespace UnityEngine.Experimental.Rendering
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{
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// This is the class that handles rendering the debug menu in the editor (as opposed to the runtime version in the player)
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public class DebugMenuEditor : EditorWindow
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{
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[SerializeField]
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private DebugMenuState m_DebugMenuState;
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[MenuItem("Edit/Render Pipeline/Tools/High Definition/Debug Window", priority = CoreUtils.editMenuPriority2)]
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static void DisplayDebugMenu()
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{
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var window = EditorWindow.GetWindow<DebugMenuEditor>("Debug Window");
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window.Show();
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}
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DebugMenuManager m_DebugMenu = null;
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void OnEnable()
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{
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m_DebugMenu = DebugMenuManager.instance;
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DebugItem.OnItemDirty += DebugItem_OnDirty;
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if(m_DebugMenuState == null)
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{
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m_DebugMenuState = ScriptableObject.CreateInstance<DebugMenuState>();
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m_DebugMenuState.hideFlags = HideFlags.DontSave;
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}
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}
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void OnDisable()
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{
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DebugItem.OnItemDirty -= DebugItem_OnDirty;
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}
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void OnDestroy()
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{
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Object.DestroyImmediate(m_DebugMenuState);
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}
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void DebugItem_OnDirty(DebugItem item)
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{
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DebugItemState debugItemState = m_DebugMenuState.FindDebugItemState(item);
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if(debugItemState != null)
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{
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UnityEditor.Undo.RecordObject(debugItemState, "DebugMenu State Update");
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debugItemState.SetValue(item.GetValue());
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EditorUtility.SetDirty(m_DebugMenuState);
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}
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}
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void OnGUI()
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{
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if (m_DebugMenu == null)
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return;
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// 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.
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EditorGUI.BeginChangeCheck();
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DebugMenuUI debugMenuUI = m_DebugMenu.menuUI;
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int debugMenuCount = m_DebugMenu.panelCount;
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int activePanelIndex = debugMenuUI.activePanelIndex;
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using (new EditorGUILayout.HorizontalScope())
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{
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for(int i = 0 ; i < debugMenuCount ; ++i)
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{
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GUIStyle style = EditorStyles.miniButtonMid;
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if (i == 0)
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style = EditorStyles.miniButtonLeft;
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if (i == debugMenuCount - 1)
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style = EditorStyles.miniButtonRight;
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string name = m_DebugMenu.GetDebugPanel(i).name;
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if (GUILayout.Toggle(i == activePanelIndex, new GUIContent(name), style))
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activePanelIndex = i;
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}
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}
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if(EditorGUI.EndChangeCheck())
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{
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debugMenuUI.activePanelIndex = activePanelIndex;
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}
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debugMenuUI.OnEditorGUI();
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}
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}
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}
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