mathe/Library/PackageCache/com.unity.render-pipelines.core@14.0.8/Runtime/Volume/VolumeProfile.cs
2024-09-20 20:30:10 +02:00

344 lines
13 KiB
C#

using System;
using System.Collections.Generic;
using UnityEngine.Assertions;
namespace UnityEngine.Rendering
{
/// <summary>
/// An Asset which holds a set of settings to use with a <see cref="Volume"/>.
/// </summary>
[CoreRPHelpURL("Volume-Profile", "com.unity.render-pipelines.high-definition")]
public sealed class VolumeProfile : ScriptableObject
{
/// <summary>
/// A list of every setting that this Volume Profile stores.
/// </summary>
public List<VolumeComponent> components = new List<VolumeComponent>();
/// <summary>
/// **Note**: For Internal Use Only<br/>
/// A dirty check used to redraw the profile inspector when something has changed. This is
/// currently only used in the editor.
/// </summary>
[NonSerialized]
public bool isDirty = true; // Editor only, doesn't have any use outside of it
void OnEnable()
{
// Make sure every setting is valid. If a profile holds a script that doesn't exist
// anymore, nuke it to keep the volume clean. Note that if you delete a script that is
// currently in use in a volume 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.
components.RemoveAll(x => x == null);
}
// The lifetime of ScriptableObjects is different from MonoBehaviours. When the last reference to a
// VolumeProfile goes out of scope (e.g. when a scene containing Volume components is unloaded), Unity will call
// OnDisable() on the VolumeProfile. We need to release the internal resources in this case to avoid leaks.
internal void OnDisable()
{
if (components == null)
return;
for (int i = 0; i < components.Count; i++)
{
if (components[i] != null)
components[i].Release();
}
}
/// <summary>
/// Resets the dirty state of the Volume Profile. Unity uses this to force-refresh and redraw the
/// Volume Profile editor when you modify the Asset via script instead of the Inspector.
/// </summary>
public void Reset()
{
isDirty = true;
}
/// <summary>
/// Adds a <see cref="VolumeComponent"/> to this Volume Profile.
/// </summary>
/// <remarks>
/// You can only have a single component of the same type per Volume Profile.
/// </remarks>
/// <typeparam name="T">A type of <see cref="VolumeComponent"/>.</typeparam>
/// <param name="overrides">Specifies whether Unity should automatically override all the settings when
/// you add a <see cref="VolumeComponent"/> to the Volume Profile.</param>
/// <returns>The instance for the given type that you added to the Volume Profile</returns>
/// <seealso cref="Add"/>
public T Add<T>(bool overrides = false)
where T : VolumeComponent
{
return (T)Add(typeof(T), overrides);
}
/// <summary>
/// Adds a <see cref="VolumeComponent"/> to this Volume Profile.
/// </summary>
/// <remarks>
/// You can only have a single component of the same type per Volume Profile.
/// </remarks>
/// <param name="type">A type that inherits from <see cref="VolumeComponent"/>.</param>
/// <param name="overrides">Specifies whether Unity should automatically override all the settings when
/// you add a <see cref="VolumeComponent"/> to the Volume Profile.</param>
/// <returns>The instance created for the given type that has been added to the profile</returns>
/// <see cref="Add{T}"/>
public VolumeComponent Add(Type type, bool overrides = false)
{
if (Has(type))
throw new InvalidOperationException("Component already exists in the volume");
var component = (VolumeComponent)CreateInstance(type);
#if UNITY_EDITOR
component.hideFlags = HideFlags.HideInInspector | HideFlags.HideInHierarchy;
component.name = type.Name;
#endif
component.SetAllOverridesTo(overrides);
components.Add(component);
isDirty = true;
return component;
}
/// <summary>
/// Removes a <see cref="VolumeComponent"/> from this Volume Profile.
/// </summary>
/// <remarks>
/// This method does nothing if the type does not exist in the Volume Profile.
/// </remarks>
/// <typeparam name="T">A type of <see cref="VolumeComponent"/>.</typeparam>
/// <seealso cref="Remove"/>
public void Remove<T>()
where T : VolumeComponent
{
Remove(typeof(T));
}
/// <summary>
/// Removes a <see cref="VolumeComponent"/> from this Volume Profile.
/// </summary>
/// <remarks>
/// This method does nothing if the type does not exist in the Volume Profile.
/// </remarks>
/// <param name="type">A type that inherits from <see cref="VolumeComponent"/>.</param>
/// <seealso cref="Remove{T}"/>
public void Remove(Type type)
{
int toRemove = -1;
for (int i = 0; i < components.Count; i++)
{
if (components[i].GetType() == type)
{
toRemove = i;
break;
}
}
if (toRemove >= 0)
{
components.RemoveAt(toRemove);
isDirty = true;
}
}
/// <summary>
/// Checks if this Volume Profile contains the <see cref="VolumeComponent"/> you pass in.
/// </summary>
/// <typeparam name="T">A type of <see cref="VolumeComponent"/>.</typeparam>
/// <returns><c>true</c> if the <see cref="VolumeComponent"/> exists in the Volume Profile,
/// <c>false</c> otherwise.</returns>
/// <seealso cref="Has"/>
/// <seealso cref="HasSubclassOf"/>
public bool Has<T>()
where T : VolumeComponent
{
return Has(typeof(T));
}
/// <summary>
/// Checks if this Volume Profile contains the <see cref="VolumeComponent"/> you pass in.
/// </summary>
/// <param name="type">A type that inherits from <see cref="VolumeComponent"/>.</param>
/// <returns><c>true</c> if the <see cref="VolumeComponent"/> exists in the Volume Profile,
/// <c>false</c> otherwise.</returns>
/// <seealso cref="Has{T}"/>
/// <seealso cref="HasSubclassOf"/>
public bool Has(Type type)
{
foreach (var component in components)
{
if (component.GetType() == type)
return true;
}
return false;
}
/// <summary>
/// Checks if this Volume Profile contains the <see cref="VolumeComponent"/>, which is a subclass of <paramref name="type"/>,
/// that you pass in.
/// </summary>
/// <param name="type">A type that inherits from <see cref="VolumeComponent"/>.</param>
/// <returns><c>true</c> if the <see cref="VolumeComponent"/> exists in the Volume Profile,
/// <c>false</c> otherwise.</returns>
/// <seealso cref="Has"/>
/// <seealso cref="Has{T}"/>
public bool HasSubclassOf(Type type)
{
foreach (var component in components)
{
if (component.GetType().IsSubclassOf(type))
return true;
}
return false;
}
/// <summary>
/// Gets the <see cref="VolumeComponent"/> of the specified type, if it exists.
/// </summary>
/// <typeparam name="T">A type of <see cref="VolumeComponent"/>.</typeparam>
/// <param name="component">The output argument that contains the <see cref="VolumeComponent"/>
/// or <c>null</c>.</param>
/// <returns><c>true</c> if the <see cref="VolumeComponent"/> is in the Volume Profile,
/// <c>false</c> otherwise.</returns>
/// <seealso cref="TryGet{T}(Type, out T)"/>
/// <seealso cref="TryGetSubclassOf{T}"/>
/// <seealso cref="TryGetAllSubclassOf{T}"/>
public bool TryGet<T>(out T component)
where T : VolumeComponent
{
return TryGet(typeof(T), out component);
}
/// <summary>
/// Gets the <see cref="VolumeComponent"/> of the specified type, if it exists.
/// </summary>
/// <typeparam name="T">A type of <see cref="VolumeComponent"/></typeparam>
/// <param name="type">A type that inherits from <see cref="VolumeComponent"/>.</param>
/// <param name="component">The output argument that contains the <see cref="VolumeComponent"/>
/// or <c>null</c>.</param>
/// <returns><c>true</c> if the <see cref="VolumeComponent"/> is in the Volume Profile,
/// <c>false</c> otherwise.</returns>
/// <seealso cref="TryGet{T}(out T)"/>
/// <seealso cref="TryGetSubclassOf{T}"/>
/// <seealso cref="TryGetAllSubclassOf{T}"/>
public bool TryGet<T>(Type type, out T component)
where T : VolumeComponent
{
component = null;
foreach (var comp in components)
{
if (comp.GetType() == type)
{
component = (T)comp;
return true;
}
}
return false;
}
/// <summary>
/// Gets the <seealso cref="VolumeComponent"/>, which is a subclass of <paramref name="type"/>, if
/// it exists.
/// </summary>
/// <typeparam name="T">A type of <see cref="VolumeComponent"/>.</typeparam>
/// <param name="type">A type that inherits from <see cref="VolumeComponent"/>.</param>
/// <param name="component">The output argument that contains the <see cref="VolumeComponent"/>
/// or <c>null</c>.</param>
/// <returns><c>true</c> if the <see cref="VolumeComponent"/> is in the Volume Profile,
/// <c>false</c> otherwise.</returns>
/// <seealso cref="TryGet{T}(Type, out T)"/>
/// <seealso cref="TryGet{T}(out T)"/>
/// <seealso cref="TryGetAllSubclassOf{T}"/>
public bool TryGetSubclassOf<T>(Type type, out T component)
where T : VolumeComponent
{
component = null;
foreach (var comp in components)
{
if (comp.GetType().IsSubclassOf(type))
{
component = (T)comp;
return true;
}
}
return false;
}
/// <summary>
/// Gets all the <seealso cref="VolumeComponent"/> that are subclasses of the specified type,
/// if there are any.
/// </summary>
/// <typeparam name="T">A type of <see cref="VolumeComponent"/>.</typeparam>
/// <param name="type">A type that inherits from <see cref="VolumeComponent"/>.</param>
/// <param name="result">The output list that contains all the <seealso cref="VolumeComponent"/>
/// if any. Note that Unity does not clear this list.</param>
/// <returns><c>true</c> if any <see cref="VolumeComponent"/> have been found in the profile,
/// <c>false</c> otherwise.</returns>
/// <seealso cref="TryGet{T}(Type, out T)"/>
/// <seealso cref="TryGet{T}(out T)"/>
/// <seealso cref="TryGetSubclassOf{T}"/>
public bool TryGetAllSubclassOf<T>(Type type, List<T> result)
where T : VolumeComponent
{
Assert.IsNotNull(components);
int count = result.Count;
foreach (var comp in components)
{
if (comp.GetType().IsSubclassOf(type))
result.Add((T)comp);
}
return count != result.Count;
}
/// <summary>
/// A custom hashing function that Unity uses to compare the state of parameters.
/// </summary>
/// <returns>A computed hash code for the current instance.</returns>
public override int GetHashCode()
{
unchecked
{
int hash = 17;
for (int i = 0; i < components.Count; i++)
hash = hash * 23 + components[i].GetHashCode();
return hash;
}
}
internal int GetComponentListHashCode()
{
unchecked
{
int hash = 17;
for (int i = 0; i < components.Count; i++)
hash = hash * 23 + components[i].GetType().GetHashCode();
return hash;
}
}
/// <summary>
/// Removes any components that were destroyed externally from the iternal list of components
/// </summary>
internal void Sanitize()
{
for (int i = components.Count - 1; i >= 0; i--)
if (components[i] == null)
components.RemoveAt(i);
}
}
}