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165 行
5.3 KiB
165 行
5.3 KiB
using GameplayIngredients;
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using System.Linq;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.UI;
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using UnityEngine.VFX;
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using System.Text;
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[ManagerDefaultPrefab("VFXDebugManager")]
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public class VFXDebugManager : Manager
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{
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[Header("UI")]
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public GameObject uiRoot;
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public Text debugText;
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const KeyCode Toggle = KeyCode.F7;
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const KeyCode PrevFX = KeyCode.PageUp;
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const KeyCode NextFX = KeyCode.PageDown;
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const KeyCode Play = KeyCode.I;
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const KeyCode Stop = KeyCode.U;
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const KeyCode Pause = KeyCode.P;
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const KeyCode Reinit = KeyCode.J;
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const KeyCode Step = KeyCode.K;
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const KeyCode Sort = KeyCode.M;
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const KeyCode ToggleVisibility = KeyCode.L;
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bool visible = false;
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private void Update()
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{
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if (Input.GetKeyDown(Toggle))
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{
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visible = !visible;
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uiRoot.SetActive(visible && uiRoot != null);
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}
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if(visible && debugText != null)
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{
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debugText.text = UpdateVFXDebug();
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}
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}
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int selectedVFX = -1;
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Sorting sorting = Sorting.None;
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enum Sorting
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{
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None = 0,
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DistanceToCamera = 1,
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ParticleCount = 2
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}
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string UpdateVFXDebug()
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{
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VisualEffect[] allEffects = VFXManager.GetComponents();
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if (Input.GetKeyDown(Sort))
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sorting = (Sorting)(((int)sorting + 1) % 3);
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if(sorting == Sorting.DistanceToCamera)
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{
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var camera = Camera.main;
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if (camera == null)
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{
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sorting = Sorting.ParticleCount;
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}
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else
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{
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allEffects = allEffects.OrderBy(o => Vector3.SqrMagnitude(o.gameObject.transform.position - camera.transform.position)).ToArray();
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}
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}
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if(sorting == Sorting.ParticleCount)
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{
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allEffects = allEffects.OrderBy(o => -o.aliveParticleCount).ToArray();
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}
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if (allEffects.Length == 0)
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return "No Active VFX Components in scene";
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selectedVFX -= Input.GetKeyDown(PrevFX) ? 1 : 0;
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selectedVFX += Input.GetKeyDown(NextFX) ? 1 : 0;
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bool shift = Input.GetKey(KeyCode.LeftShift) || Input.GetKey(KeyCode.RightShift);
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selectedVFX = Mathf.Clamp(selectedVFX,0, allEffects.Length - 1);
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StringBuilder sb = new StringBuilder();
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sb.AppendLine($"{allEffects.Length} Visual Effect Component(s) active. Sorting : {sorting.ToString()}");
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sb.AppendLine();
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sb.AppendLine($"{"Game Object Name",-24}| {"Visual Effect Asset",-24}| {"PlayState",-12}| {"Visibility",-12}| {"Particle Count",12}");
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sb.AppendLine($"===================================================================================================================================");
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int idx = 0;
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foreach(var vfx in allEffects)
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{
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if (idx == selectedVFX)
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sb.Append("<color=orange>");
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string gameObjectname = vfx.gameObject.name;
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string vfxName = (vfx.visualEffectAsset == null ? "(No VFX Asset)" : vfx.visualEffectAsset.name);
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string playState = (vfx.pause ? "Paused" : "Playing");
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var renderer = vfx.GetComponent<Renderer>();
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string visibility = renderer.enabled ? (vfx.culled? "Culled" : "Visible") : "Disabled";
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string particleCount = vfx.aliveParticleCount.ToString();
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sb.Append($"{gameObjectname, -24}| {vfxName, -24}| {playState,-12}| {visibility,-12}| {particleCount, 12}");
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if (idx == selectedVFX)
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sb.Append("</color>");
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sb.Append("\n");
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idx++;
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}
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var selected = allEffects[selectedVFX];
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// Make Selection Blink
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if (Input.GetKey(KeyCode.LeftControl) || Input.GetKey(KeyCode.RightControl))
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{
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var selectedRenderer = selected.GetComponent<Renderer>();
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selectedRenderer.enabled = Time.unscaledTime % 0.5f < 0.25f;
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}
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if (shift)
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{
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foreach (var vfx in allEffects)
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{
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if (Input.GetKeyDown(Play))
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vfx.Play();
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if (Input.GetKeyDown(Stop))
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vfx.Stop();
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if (Input.GetKeyDown(Pause))
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vfx.pause = !vfx.pause;
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if (Input.GetKeyDown(Reinit))
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vfx.Reinit();
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if (Input.GetKeyDown(Step))
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vfx.AdvanceOneFrame();
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if (Input.GetKeyDown(ToggleVisibility))
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vfx.gameObject.GetComponent<Renderer>().enabled = !vfx.gameObject.GetComponent<Renderer>().enabled;
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}
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}
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else
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{
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if (Input.GetKeyDown(Play))
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selected.Play();
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if (Input.GetKeyDown(Stop))
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selected.Stop();
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if (Input.GetKeyDown(Pause))
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selected.pause = !selected.pause ;
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if (Input.GetKeyDown(Reinit))
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selected.Reinit();
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if (Input.GetKeyDown(Step))
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selected.Simulate(Time.deltaTime);
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if (Input.GetKeyDown(ToggleVisibility))
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selected.gameObject.GetComponent<Renderer>().enabled = !selected.gameObject.GetComponent<Renderer>().enabled;
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}
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return sb.ToString();
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}
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}
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