Firstborn/Library/PackageCache/com.unity.render-pipelines..../Runtime/2D/Light2DManager.cs

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2023-03-28 13:24:16 -04:00
using System.Collections.Generic;
namespace UnityEngine.Rendering.Universal
{
internal static class Light2DManager
{
private static SortingLayer[] s_SortingLayers;
public static List<Light2D> lights { get; } = new List<Light2D>();
// Called during OnEnable
public static void RegisterLight(Light2D light)
{
Debug.Assert(!lights.Contains(light));
lights.Add(light);
ErrorIfDuplicateGlobalLight(light);
}
// Called during OnEnable
public static void DeregisterLight(Light2D light)
{
Debug.Assert(lights.Contains(light));
lights.Remove(light);
}
public static void ErrorIfDuplicateGlobalLight(Light2D light)
{
if (light.lightType != Light2D.LightType.Global)
return;
foreach (var sortingLayer in light.affectedSortingLayers)
{
// should this really trigger at runtime?
if (ContainsDuplicateGlobalLight(sortingLayer, light.blendStyleIndex))
Debug.LogError("More than one global light on layer " + SortingLayer.IDToName(sortingLayer) + " for light blend style index " + light.blendStyleIndex);
}
}
public static bool GetGlobalColor(int sortingLayerIndex, int blendStyleIndex, out Color color)
{
var foundGlobalColor = false;
color = Color.black;
// This should be rewritten to search only global lights
foreach (var light in lights)
{
if (light.lightType != Light2D.LightType.Global ||
light.blendStyleIndex != blendStyleIndex ||
!light.IsLitLayer(sortingLayerIndex))
continue;
var inCurrentPrefabStage = true;
#if UNITY_EDITOR
// If we found the first global light in our prefab stage
inCurrentPrefabStage = UnityEditor.SceneManagement.PrefabStageUtility.GetCurrentPrefabStage()?.IsPartOfPrefabContents(light.gameObject) ?? true;
#endif
if (inCurrentPrefabStage)
{
color = light.color * light.intensity;
return true;
}
else
{
if (!foundGlobalColor)
{
color = light.color * light.intensity;
foundGlobalColor = true;
}
}
}
return foundGlobalColor;
}
private static bool ContainsDuplicateGlobalLight(int sortingLayerIndex, int blendStyleIndex)
{
var globalLightCount = 0;
// This should be rewritten to search only global lights
foreach (var light in lights)
{
if (light.lightType == Light2D.LightType.Global &&
light.blendStyleIndex == blendStyleIndex &&
light.IsLitLayer(sortingLayerIndex))
{
#if UNITY_EDITOR
// If we found the first global light in our prefab stage
if (UnityEditor.SceneManagement.PrefabStageUtility.GetPrefabStage(light.gameObject) == UnityEditor.SceneManagement.PrefabStageUtility.GetCurrentPrefabStage())
#endif
{
if (globalLightCount > 0)
return true;
globalLightCount++;
}
}
}
return false;
}
public static SortingLayer[] GetCachedSortingLayer()
{
if (s_SortingLayers is null)
{
s_SortingLayers = SortingLayer.layers;
}
#if UNITY_EDITOR
// we should fix. Make a non allocating version of this
if (!Application.isPlaying)
s_SortingLayers = SortingLayer.layers;
#endif
return s_SortingLayers;
}
}
}