Code Review

1 using System;
2 using
System.Collections.Generic;
3 using
UnityEngine;
4 #
if UNITY_EDITOR
5 using
UnityEditor;
6 #endif

7
8 namespace
UnityStandardAssets.Utility
9 {
10     
public class AutoMobileShaderSwitch : MonoBehaviour
11     {
12         [SerializeField]
private ReplacementList m_ReplacementList;
13
14         
// Use this for initialization
15         
private void OnEnable()
16         {
17 #
if UNITY_IPHONE || UNITY_ANDROID || UNITY_WP8 || UNITY_BLACKBERRY
18             
var renderers = FindObjectsOfType<Renderer>();
19             Debug.Log (renderers.Length+
" renderers");
20             
var oldMaterials = new List<Material>();
21             
var newMaterials = new List<Material>();
22
23             
int materialsReplaced = 0;
24             
int materialInstancesReplaced = 0;
25
26             
foreach(ReplacementDefinition replacementDef in m_ReplacementList.items)
27             {
28                 
foreach(var r in renderers)
29                 {
30                     Material[] modifiedMaterials =
null;
31                     
for(int n=0; n<r.sharedMaterials.Length; ++n)
32                     {
33                         
var material = r.sharedMaterials[n];
34                         
if (material.shader == replacementDef.original)
35                         {
36                             
if (modifiedMaterials == null)
37                             {
38                                 modifiedMaterials = r.materials;
39                             }
40                             
if (!oldMaterials.Contains(material))
41                             {
42                                 oldMaterials.Add(material);
43                                 Material newMaterial = (Material)Instantiate(material);
44                                 newMaterial.shader = replacementDef.replacement;
45                                 newMaterials.Add(newMaterial);
46                                 ++materialsReplaced;
47                             }
48                             Debug.Log (
"replacing "+r.gameObject.name+" renderer "+n+" with "+newMaterials[oldMaterials.IndexOf(material)].name);
49                             modifiedMaterials[n] = newMaterials[oldMaterials.IndexOf(material)];
50                             ++materialInstancesReplaced;
51                         }
52                     }
53                     
if (modifiedMaterials != null)
54                     {
55                         r.materials = modifiedMaterials;
56                     }
57                 }
58             }
59             Debug.Log (materialInstancesReplaced+
" material instances replaced");
60             Debug.Log (materialsReplaced+
" materials replaced");
61             
for(int n=0; n<oldMaterials.Count; ++n)
62             {
63                 Debug.Log (oldMaterials[n].name+
" ("+oldMaterials[n].shader.name+")"+" replaced with "+newMaterials[n].name+" ("+newMaterials[n].shader.name+")");
64             }
65 #endif
66         }
67
68
69         
[Serializable]
70         
public class ReplacementDefinition
71         {
72             
public Shader original = null;
73             
public Shader replacement = null;
74         }
75
76         
[Serializable]
77         
public class ReplacementList
78         {
79             
public ReplacementDefinition[] items = new ReplacementDefinition[0];
80         }
81     }
82 }

83
84 namespace
UnityStandardAssets.Utility.Inspector
85 {
86 #
if UNITY_EDITOR
87     
[CustomPropertyDrawer(typeof (AutoMobileShaderSwitch.ReplacementList))]
88     
public class ReplacementListDrawer : PropertyDrawer
89     {
90         
const float k_LineHeight = 18;
91         
const float k_Spacing = 4;
92
93         
public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
94         {
95             EditorGUI.BeginProperty(position, label, property);
96
97             
float x = position.x;
98             
float y = position.y;
99             
float inspectorWidth = position.width;
100
101             
// Don't make child fields be indented
102             
var indent = EditorGUI.indentLevel;
103             EditorGUI.indentLevel =
0;
104
105             
var items = property.FindPropertyRelative("items");
106             
var titles = new string[] {"Original", "Replacement", ""};
107             
var props = new string[] {"original", "replacement", "-"};
108             
var widths = new float[] {.45f, .45f, .1f};
109             
const float lineHeight = 18;
110             
bool changedLength = false;
111             
if (items.arraySize > 0)
112             {
113                 
for (int i = -1; i < items.arraySize; ++i)
114                 {
115                     
var item = items.GetArrayElementAtIndex(i);
116
117                     
float rowX = x;
118                     
for (int n = 0; n < props.Length; ++n)
119                     {
120                         
float w = widths[n]*inspectorWidth;
121
122                         
// Calculate rects
123                         Rect rect =
new Rect(rowX, y, w, lineHeight);
124                         rowX += w;
125
126                         
if (i == -1)
127                         {
128                             
// draw title labels
129                             EditorGUI.LabelField(rect, titles[n]);
130                         }
131                         
else
132                         {
133                             
if (props[n] == "-" || props[n] == "^" || props[n] == "v")
134                             {
135                                 
if (GUI.Button(rect, props[n]))
136                                 {
137                                     
switch (props[n])
138                                     {
139                                         
case "-":
140                                             items.DeleteArrayElementAtIndex(i);
141                                             items.DeleteArrayElementAtIndex(i);
142                                             changedLength =
true;
143                                             
break;
144                                         
case "v":
145                                             
if (i > 0)
146                                             {
147                                                 items.MoveArrayElement(i, i +
1);
148                                             }
149                                             
break;
150                                         
case "^":
151                                             
if (i < items.arraySize - 1)
152                                             {
153                                                 items.MoveArrayElement(i, i -
1);
154                                             }
155                                             
break;
156                                     }
157                                 }
158                             }
159                             
else
160                             {
161                                 SerializedProperty prop = item.FindPropertyRelative(props[n]);
162                                 EditorGUI.PropertyField(rect, prop, GUIContent.none);
163                             }
164                         }
165                     }
166
167                     y += lineHeight + k_Spacing;
168                     
if (changedLength)
169                     {
170                         
break;
171                     }
172                 }
173             }
174
175             
// add button
176             
var addButtonRect = new Rect((x + position.width) - widths[widths.Length - 1]*inspectorWidth, y,
177                                          widths[widths.Length -
1]*inspectorWidth, lineHeight);
178             
if (GUI.Button(addButtonRect, "+"))
179             {
180                 items.InsertArrayElementAtIndex(items.arraySize);
181             }
182
183             y += lineHeight + k_Spacing;
184
185             
// Set indent back to what it was
186             EditorGUI.indentLevel = indent;
187             EditorGUI.EndProperty();
188         }
189
190
191         
public override float GetPropertyHeight(SerializedProperty property, GUIContent label)
192         {
193             SerializedProperty items = property.FindPropertyRelative(
"items");
194             
float lineAndSpace = k_LineHeight + k_Spacing;
195             
return 40 + (items.arraySize*lineAndSpace) + lineAndSpace;
196         }
197     }
198 #endif
199 }


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