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165 行
5.3 KiB

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