b486678290
Library -Artifacts
191 lines
7.0 KiB
C#
191 lines
7.0 KiB
C#
using System;
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using System.Collections.Generic;
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namespace UnityEngine.Rendering.PostProcessing
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{
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/// <summary>
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/// An asset holding a set of post-processing settings to use with a <see cref="PostProcessVolume"/>.
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/// </summary>
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/// <seealso cref="PostProcessVolume"/>
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public sealed class PostProcessProfile : ScriptableObject
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{
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/// <summary>
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/// A list of all settings stored in this profile.
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/// </summary>
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[Tooltip("A list of all settings currently stored in this profile.")]
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public List<PostProcessEffectSettings> settings = new List<PostProcessEffectSettings>();
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/// <summary>
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/// Sets to <c>true</c> if the content of the profile has changed. This is only really used
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/// in the editor to handle inspector refreshes.
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/// </summary>
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[NonSerialized]
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public bool isDirty = true;
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void OnEnable()
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{
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// Make sure every setting is valid. If a profile holds a script that doesn't exist
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// anymore, nuke it to keep the profile clean. Note that if you delete a script that is
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// currently in use in a profile you'll still get a one-time error in the console, it's
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// harmless and happens because Unity does a redraw of the editor (and thus the current
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// frame) before the recompilation step.
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settings.RemoveAll(x => x == null);
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}
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/// <summary>
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/// Adds settings for an effect to the profile.
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/// </summary>
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/// <typeparam name="T">A type of <see cref="PostProcessEffectSettings"/></typeparam>
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/// <returns>The instance created from the given type</returns>
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/// <seealso cref="PostProcessEffectSettings"/>
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public T AddSettings<T>()
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where T : PostProcessEffectSettings
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{
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return (T)AddSettings(typeof(T));
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}
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/// <summary>
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/// Adds settings for an effect to the profile.
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/// </summary>
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/// <param name="type">A type of <see cref="PostProcessEffectSettings"/></param>
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/// <returns>The instance created from the given type</returns>
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/// <seealso cref="PostProcessEffectSettings"/>
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public PostProcessEffectSettings AddSettings(Type type)
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{
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if (HasSettings(type))
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throw new InvalidOperationException("Effect already exists in the stack");
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var effect = (PostProcessEffectSettings)CreateInstance(type);
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effect.hideFlags = HideFlags.HideInInspector | HideFlags.HideInHierarchy;
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effect.name = type.Name;
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effect.enabled.value = true;
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settings.Add(effect);
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isDirty = true;
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return effect;
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}
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/// <summary>
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/// Adds settings for an effect to the profile.
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/// </summary>
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/// <param name="effect">An instance of <see cref="PostProcessEffectSettings"/></param>
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/// <returns>The given effect instance</returns>
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/// <seealso cref="PostProcessEffectSettings"/>
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public PostProcessEffectSettings AddSettings(PostProcessEffectSettings effect)
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{
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if (HasSettings(settings.GetType()))
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throw new InvalidOperationException("Effect already exists in the stack");
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settings.Add(effect);
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isDirty = true;
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return effect;
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}
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/// <summary>
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/// Removes settings for an effect from the profile.
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/// </summary>
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/// <typeparam name="T">The type to look for and remove from the profile</typeparam>
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/// <exception cref="InvalidOperationException">Thrown if the effect doesn't exist in the
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/// profile</exception>
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public void RemoveSettings<T>()
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where T : PostProcessEffectSettings
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{
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RemoveSettings(typeof(T));
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}
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/// <summary>
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/// Removes settings for an effect from the profile.
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/// </summary>
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/// <param name="type">The type to look for and remove from the profile</param>
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/// <exception cref="InvalidOperationException">Thrown if the effect doesn't exist in the
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/// profile</exception>
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public void RemoveSettings(Type type)
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{
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int toRemove = -1;
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for (int i = 0; i < settings.Count; i++)
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{
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if (settings[i].GetType() == type)
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{
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toRemove = i;
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break;
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}
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}
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if (toRemove < 0)
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throw new InvalidOperationException("Effect doesn't exist in the profile");
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settings.RemoveAt(toRemove);
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isDirty = true;
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}
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/// <summary>
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/// Checks if an effect has been added to the profile.
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/// </summary>
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/// <typeparam name="T">The type to look for</typeparam>
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/// <returns><c>true</c> if the effect exists in the profile, <c>false</c> otherwise</returns>
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public bool HasSettings<T>()
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where T : PostProcessEffectSettings
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{
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return HasSettings(typeof(T));
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}
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/// <summary>
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/// Checks if an effect has been added to the profile.
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/// </summary>
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/// <param name="type">The type to look for</param>
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/// <returns><c>true</c> if the effect exists in the profile, <c>false</c> otherwise</returns>
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public bool HasSettings(Type type)
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{
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foreach (var setting in settings)
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{
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if (setting.GetType() == type)
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return true;
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}
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return false;
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}
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/// <summary>
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/// Returns settings for a given effect type.
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/// </summary>
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/// <typeparam name="T">The type to look for</typeparam>
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/// <returns>Settings for the given effect type, <c>null</c> otherwise</returns>
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public T GetSetting<T>() where T : PostProcessEffectSettings
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{
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foreach (var setting in settings)
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{
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if (setting is T)
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return setting as T;
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}
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return null;
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}
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/// <summary>
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/// Gets settings for a given effect type.
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/// </summary>
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/// <typeparam name="T">The type to look for</typeparam>
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/// <param name="outSetting">When this method returns, contains the value associated with
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/// the specified type, if the type is found; otherwise, this parameter will be <c>null</c>.
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/// This parameter is passed uninitialized.</param>
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/// <returns><c>true</c> if the effect exists in the profile, <c>false</c> otherwise</returns>
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public bool TryGetSettings<T>(out T outSetting)
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where T : PostProcessEffectSettings
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{
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var type = typeof(T);
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outSetting = null;
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foreach (var setting in settings)
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{
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if (setting.GetType() == type)
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{
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outSetting = (T)setting;
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return true;
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}
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}
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return false;
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}
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}
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}
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