Firstborn/Library/PackageCache/com.unity.postprocessing@3.2.2/PostProcessing/Runtime/PostProcessProfile.cs
Schaken-Mods b486678290 Library -Artifacts
Library -Artifacts
2023-03-28 12:24:16 -05:00

191 lines
7.0 KiB
C#

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