b486678290
Library -Artifacts
75 lines
2.8 KiB
C#
75 lines
2.8 KiB
C#
using UnityEngine;
|
|
using System;
|
|
using UnityEditor;
|
|
|
|
namespace Cinemachine.Editor
|
|
{
|
|
/// <summary>
|
|
/// This class contains setting for the Impulse system. Specifically, it holds
|
|
/// the Impulse Channel definitions. These work like Unity Layers, you can
|
|
/// define and name them, and create masks to filter only the layers you want.
|
|
/// </summary>
|
|
[Serializable]
|
|
public class CinemachineImpulseChannels : ScriptableObject
|
|
{
|
|
static CinemachineImpulseChannels sInstance = null;
|
|
private static bool alreadySearched = false;
|
|
|
|
/// <summary>Get the singleton instance of this object, or null if it doesn't exist</summary>
|
|
public static CinemachineImpulseChannels InstanceIfExists
|
|
{
|
|
get
|
|
{
|
|
if (!alreadySearched)
|
|
{
|
|
alreadySearched = true;
|
|
var guids = AssetDatabase.FindAssets("t:CinemachineImpulseChannels");
|
|
for (int i = 0; i < guids.Length && sInstance == null; ++i)
|
|
sInstance = AssetDatabase.LoadAssetAtPath<CinemachineImpulseChannels>(
|
|
AssetDatabase.GUIDToAssetPath(guids[i]));
|
|
}
|
|
if (sInstance != null)
|
|
sInstance.EnsureDefaultLayer();
|
|
return sInstance;
|
|
}
|
|
}
|
|
|
|
/// <summary>Get the singleton instance of this object. Creates asset if nonexistant</summary>
|
|
public static CinemachineImpulseChannels Instance
|
|
{
|
|
get
|
|
{
|
|
if (InstanceIfExists == null)
|
|
{
|
|
string newAssetPath = EditorUtility.SaveFilePanelInProject(
|
|
"Create Impulse Channel Definition asset", "CinemachineImpulseChannels", "asset",
|
|
"This editor-only file will contain the Impulse channels for this project");
|
|
if (!string.IsNullOrEmpty(newAssetPath))
|
|
{
|
|
sInstance = CreateInstance<CinemachineImpulseChannels>();
|
|
AssetDatabase.CreateAsset(sInstance, newAssetPath);
|
|
AssetDatabase.SaveAssets();
|
|
AssetDatabase.Refresh();
|
|
}
|
|
}
|
|
|
|
if (sInstance != null)
|
|
{
|
|
sInstance.EnsureDefaultLayer();
|
|
}
|
|
return sInstance;
|
|
}
|
|
}
|
|
|
|
// Make sure it has at least one layer in it
|
|
void EnsureDefaultLayer()
|
|
{
|
|
if (ImpulseChannels == null || ImpulseChannels.Length == 0)
|
|
ImpulseChannels = new string[] { "default" };
|
|
}
|
|
|
|
/// <summary>The currently-defined Impulse channel names</summary>
|
|
public string[] ImpulseChannels;
|
|
}
|
|
}
|