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155 行
4.8 KiB

using System;
using System.Linq;
using System.Reflection;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace UnityEngine.Experimental.Rendering
{
public class DebugMenuManager
{
private static DebugMenuManager s_Instance = null;
static public DebugMenuManager instance
{
get
{
if (s_Instance == null)
{
s_Instance = new DebugMenuManager();
}
return s_Instance;
}
}
List<DebugPanel> m_DebugPanels = new List<DebugPanel>();
DebugPanel m_PersistentDebugPanel = null;
DebugMenuUI m_DebugMenuUI = null;
public int panelCount { get { return m_DebugPanels.Count; } }
public DebugMenuUI menuUI { get { return m_DebugMenuUI; } }
private DebugMenuState m_DebugMenuState = null;
private bool m_DebugMenuStateDirty = false;
DebugMenuManager()
{
m_PersistentDebugPanel = new DebugPanel<DebugPanelUI>("Persistent");
m_DebugMenuUI = new DebugMenuUI(this);
LookUpDebugPanelClasses();
var updater = GameObject.Find("DebugMenuUpdater");
if (updater == null)
{
GameObject go = new GameObject("DebugMenuUpdater");
go.hideFlags = HideFlags.HideAndDontSave;
go.AddComponent<DebugMenuUpdater>();
}
}
public DebugPanel GetDebugPanel(int index)
{
if (index < m_DebugPanels.Count)
return m_DebugPanels[index];
else
return null;
}
public DebugPanel GetPersistentDebugPanel()
{
return m_PersistentDebugPanel;
}
void LookUpDebugPanelClasses()
{
// Prepare all debug menus
var types = Assembly.GetAssembly(typeof(DebugPanel)).GetTypes()
.Where(t => t.IsSubclassOf(typeof(DebugPanel)));
m_DebugPanels.Clear();
foreach (var type in types)
{
if(!type.IsGenericTypeDefinition)
AddDebugPanel((DebugPanel)Activator.CreateInstance(type));
}
}
T GetDebugPanel<T>() where T:DebugPanel
{
foreach(DebugPanel menu in m_DebugPanels)
{
if (menu is T)
return menu as T;
}
return null;
}
public DebugPanel GetDebugPanel(string name)
{
foreach(DebugPanel menu in m_DebugPanels)
{
if (menu.name == name)
return menu;
}
return null;
}
public void Update()
{
if(m_DebugMenuState != null && m_DebugMenuStateDirty)
{
m_DebugMenuStateDirty = false;
m_DebugMenuState.UpdateAllDebugItems();
}
m_DebugMenuUI.Update();
}
private void AddDebugPanel(DebugPanel panel)
{
m_DebugPanels.Add(panel);
m_DebugMenuUI.AddDebugPanel(panel);
}
public void AddDebugItem<DebugPanelType, DebugItemType>(string name, Func<object> getter, Action<object> setter = null, DebugItemFlag flags = DebugItemFlag.None, DebugItemHandler handler = null) where DebugPanelType : DebugPanel
{
DebugPanelType debugPanel = GetDebugPanel<DebugPanelType>();
if (debugPanel != null)
{
debugPanel.AddDebugItem<DebugItemType>(name, getter, setter, flags, handler);
}
m_DebugMenuStateDirty = true;
}
public void AddDebugItem<DebugItemType>(string debugPanelName, string name, Func<object> getter, Action<object> setter = null, DebugItemFlag flags = DebugItemFlag.None, DebugItemHandler handler = null)
{
DebugPanel debugPanel = GetDebugPanel(debugPanelName);
// If the menu does not exist, create a generic one. This way, users don't have to explicitely create a new DebugMenu class if they don't need any particular overriding of default behavior.
if(debugPanel == null)
{
debugPanel = new DebugPanel<DebugPanelUI>(debugPanelName);
AddDebugPanel(debugPanel);
}
if (debugPanel != null)
{
debugPanel.AddDebugItem<DebugItemType>(name, getter, setter, flags, handler);
}
m_DebugMenuStateDirty = true;
}
public void SetDebugMenuState(DebugMenuState state)
{
m_DebugMenuStateDirty = true;
m_DebugMenuState = state;
}
}
}