com.alicizax.unity.ui.exten.../Runtime/UI3DWidget/UI3DDisplay.cs

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3.6 KiB
C#
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2025-02-28 16:11:11 +08:00
// using System;
// using Sirenix.OdinInspector;
// using UnityEngine;
// using UnityEngine.UI;
//
// namespace AlicizaX.UI.Extension
// {
// [RequireComponent(typeof(RawImage))]
// public class UI3DDisplay : MonoBehaviour
// {
// private Camera m_Camera;
// private GameObject m_ShowObject;
// private RenderTexture m_ShowTexure;
// private UI3DDisplayTouch m_UI3DDisplayTouch;
//
// private RawImage m_ShowImage;
//
// [ReadOnly]
// [SerializeField]
// private int m_ResolutionX = 512;
//
// [SerializeField]
// [ReadOnly]
// private int m_ResolutionY = 512;
//
// private readonly int m_RenderTextureDepthBuffer = 16;
//
// void Awake()
// {
// UI3DDisplayHelper.UI3DDisplayHandler = this;
// m_ShowImage = GetComponent<RawImage>();
// m_UI3DDisplayTouch = GetComponentInChildren<UI3DDisplayTouch>();
// }
//
//
// #if UNITY_EDITOR
//
//
// [SerializeField] [Header("分辨率")] [OnValueChanged("OnEditResolutionChanged")]
// private int EditResolution = 512;
//
// private void OnEditResolutionChanged()
// {
// if (!getPlayingState) return;
// m_ResolutionX = EditResolution;
// m_ResolutionY = EditResolution;
// var rect = transform.GetComponent<RectTransform>();
// if (Math.Abs(rect.sizeDelta.x - m_ResolutionX) > 0.01f ||
// Math.Abs(rect.sizeDelta.y - m_ResolutionY) > 0.01f)
// rect.sizeDelta = new Vector2(m_ResolutionX, m_ResolutionY);
// }
//
//
// [ShowIf("getPlayingState")] [SerializeField]
// GameObject previewPrefab;
//
// [ShowIf("getPlayingState")] [SerializeField]
// Camera previewCamera;
//
// bool getPlayingState => !Application.isPlaying;
//
// [Sirenix.OdinInspector.Button("预览")]
// private void Preview()
// {
// if (m_ShowObject != null)
// {
// UnityEngine.Object.DestroyImmediate(m_ShowObject);
// }
//
// m_ShowObject = UnityEngine.Object.Instantiate(previewPrefab);
// m_Camera = previewCamera;
// if (m_ShowTexure != null)
// {
// RenderTexture.ReleaseTemporary(m_ShowTexure);
// }
//
// m_ShowTexure = RenderTexture.GetTemporary(m_ResolutionX, m_ResolutionY, m_RenderTextureDepthBuffer);
// m_ShowObject.SetLayerRecursively(LayerDefine.UI3DObject);
// m_Camera.targetTexture = m_ShowTexure;
// GetComponent<RawImage>().texture = m_ShowTexure;
// }
// #endif
//
// public void SetUp(GameObject obj)
// {
// m_ShowObject = obj;
// m_Camera = CameraManaer.Instance.UI3DRenderCamera;
// if (m_ShowTexure != null)
// {
// RenderTexture.ReleaseTemporary(m_ShowTexure);
// }
//
// m_ShowTexure = RenderTexture.GetTemporary(m_ResolutionX, m_ResolutionY, m_RenderTextureDepthBuffer);
// m_ShowObject.SetLayerRecursively(LayerDefine.UI3DObject);
// m_Camera.targetTexture = m_ShowTexure;
// m_ShowImage.texture = m_ShowTexure;
// m_UI3DDisplayTouch.SetObject(m_ShowObject);
// }
//
// void OnDestroy()
// {
// m_UI3DDisplayTouch.Disopose();
// if (m_ShowTexure != null)
// {
// RenderTexture.ReleaseTemporary(m_ShowTexure);
// }
// }
// }
// }