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149 行
4.1 KiB

using System;
using System.Linq;
using System.Reflection;
using System.Collections.Generic;
namespace UnityEditor.VFXToolbox.ImageSequencer
{
internal partial class ProcessingNodeStack
{
public ProcessingFrameSequence inputSequence
{
get
{
return m_InputSequence;
}
}
public ProcessingFrameSequence outputSequence
{
get
{
if (m_ProcessingNodes.Count > 0)
return m_ProcessingNodes[m_ProcessingNodes.Count - 1].OutputSequence;
else
return m_InputSequence;
}
}
public ImageSequencer imageSequencer
{
get { return m_ImageSequencer; }
}
public List<ProcessingNode> nodes
{
get
{
return m_ProcessingNodes;
}
}
private List<ProcessingNode> m_ProcessingNodes;
private ProcessingFrameSequence m_InputSequence;
private ImageSequencer m_ImageSequencer;
public ProcessingNodeStack(ProcessingFrameSequence inputSequence, ImageSequencer imageSequencer)
{
m_InputSequence = inputSequence;
m_ProcessingNodes = new List<ProcessingNode>();
m_ImageSequencer = imageSequencer;
}
public void Dispose()
{
foreach(ProcessingNode p in m_ProcessingNodes)
{
p.Dispose();
}
m_ProcessingNodes.Clear();
}
public ProcessingFrameSequence GetOutputSequence()
{
if(m_ProcessingNodes.Count > 0)
{
return m_ProcessingNodes[m_ProcessingNodes.Count - 1].OutputSequence;
}
else
{
return inputSequence;
}
}
public ProcessingFrameSequence GetInputSequence(ProcessingNode processor)
{
int index = m_ProcessingNodes.IndexOf(processor);
if (index > 0)
{
return m_ProcessingNodes[index - 1].OutputSequence;
}
else
return m_InputSequence;
}
public ProcessingNode GetNextProcessor(ProcessingNode node)
{
int index = m_ProcessingNodes.IndexOf(node);
if(index < m_ProcessingNodes.Count-1)
{
return m_ProcessingNodes[index + 1];
}
return null;
}
public void Invalidate(ProcessingNode node)
{
int index = m_ProcessingNodes.IndexOf(node);
if(index != -1)
m_ProcessingNodes[index].Invalidate();
}
public void InvalidateAll()
{
if (m_ProcessingNodes.Count > 0)
m_ProcessingNodes[0].Invalidate();
}
public Dictionary<Type, ProcessorAttribute> settingsDefinitions { get; private set; }
public void UpdateProcessorsFromAssembly()
{
settingsDefinitions = new Dictionary<Type, ProcessorAttribute>();
var processorType = typeof(ProcessorBase);
var attrType = typeof(ProcessorAttribute);
Type[] allProcessorTypes = new Type[0];
foreach (var assembly in AppDomain.CurrentDomain.GetAssemblies() )
{
try
{
allProcessorTypes = allProcessorTypes.Concat(assembly.GetTypes().Where(t =>
t.IsClass
&& !t.IsAbstract
&& t.IsSubclassOf(processorType)
&& t.IsDefined(attrType, false)
)).ToArray();
}
catch (Exception e)
{
UnityEngine.Debug.LogException(e);
}
}
foreach (var type in allProcessorTypes)
{
var attr = (ProcessorAttribute)type.GetCustomAttributes(attrType, false)[0];
settingsDefinitions.Add(type, attr);
}
}
}
}