2025-06-08 00:39:11 +09:00

95 lines
3.2 KiB
C#

using System.Collections.Generic;
#if UNITY_EDITOR
using UnityEditor;
#endif
using UnityEngine;
namespace VolumetricFogAndMist2 {
public static class Tools {
public static Color ColorBlack = Color.black;
public static void CheckCamera(ref Camera cam) {
if (cam != null) return;
cam = Camera.main;
if (cam == null) {
Camera[] cameras = Misc.FindObjectsOfType<Camera>();
for (int k = 0; k < cameras.Length; k++) {
if (cameras[k].isActiveAndEnabled && cameras[k].gameObject.activeInHierarchy) {
cam = cameras[k];
return;
}
}
}
}
public static VolumetricFogManager CheckMainManager() {
VolumetricFogManager fogManager = VolumetricFogManager.GetManagerIfExists();
if (fogManager == null) {
GameObject go = new GameObject();
fogManager = go.AddComponent<VolumetricFogManager>();
go.name = fogManager.managerName;
#if UNITY_EDITOR
if (UnityEditor.SceneManagement.StageUtility.GetCurrentStage() != UnityEditor.SceneManagement.StageUtility.GetMainStage()) {
UnityEditor.SceneManagement.StageUtility.PlaceGameObjectInCurrentStage(go);
}
Undo.RegisterCreatedObjectUndo(go, "Create Volumetric Fog Manager");
#endif
}
return fogManager;
}
public static void CheckManager<T>(ref T manager) where T : Component {
if (manager == null) {
VolumetricFogManager root = CheckMainManager();
if (root == null) return;
manager = root.GetComponentInChildren<T>(true);
if (manager == null) {
GameObject o = new GameObject();
o.transform.SetParent(root.transform, false);
manager = o.AddComponent<T>();
o.name = ((IVolumetricFogManager)manager).managerName;
#if UNITY_EDITOR
Undo.RegisterCreatedObjectUndo(o, "Create Fog Manager");
#endif
}
}
}
static Mesh _fullScreenMesh;
public static Mesh fullscreenMesh {
get {
if (_fullScreenMesh != null) {
return _fullScreenMesh;
}
float num = 1f;
float num2 = 0f;
Mesh val = new Mesh();
_fullScreenMesh = val;
_fullScreenMesh.SetVertices(new List<Vector3> {
new Vector3 (-1f, -1f, 0f),
new Vector3 (-1f, 1f, 0f),
new Vector3 (1f, -1f, 0f),
new Vector3 (1f, 1f, 0f)
});
_fullScreenMesh.SetUVs(0, new List<Vector2> {
new Vector2 (0f, num2),
new Vector2 (0f, num),
new Vector2 (1f, num2),
new Vector2 (1f, num)
});
_fullScreenMesh.SetIndices(new int[6] { 0, 1, 2, 2, 1, 3 }, (MeshTopology)0, 0, false);
_fullScreenMesh.UploadMeshData(true);
return _fullScreenMesh;
}
}
}
}