UnityGame/Library/PackageCache/com.unity.render-pipelines.core/Runtime/Utilities/SceneRenderPipeline.cs

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2024-10-27 10:53:47 +03:00
#if UNITY_EDITOR
using UnityEditor;
#endif
using System;
using UnityEngine.Analytics;
namespace UnityEngine.Rendering
{
/// <summary>
/// Setup a specific render pipeline on scene loading.
/// This need to be used with caution as it will change project configuration.
/// </summary>
#if UNITY_EDITOR
[ExecuteAlways]
#endif
public class SceneRenderPipeline : MonoBehaviour
{
#if UNITY_EDITOR
[SerializeField] bool firstTimeCreated = true;
/// <summary>
/// Scriptable Render Pipeline Asset to setup on scene load.
/// </summary>
public RenderPipelineAsset renderPipelineAsset;
void Awake()
{
if (firstTimeCreated)
{
renderPipelineAsset = GraphicsSettings.defaultRenderPipeline;
firstTimeCreated = false;
}
//Send analytics each time to find usage in content dl on the asset store too
SceneRenderPipelineAnalytic.SendAnalytic(this);
}
void OnEnable()
{
GraphicsSettings.defaultRenderPipeline = renderPipelineAsset;
}
[AnalyticInfo(eventName: "sceneRenderPipelineAssignment", vendorKey: "unity.srp", maxEventsPerHour: 10, maxNumberOfElements: 1000)]
class SceneRenderPipelineAnalytic : IAnalytic
{
public SceneRenderPipelineAnalytic(string guid)
{
m_Data = new Data
{
scene_guid = guid
};
}
[System.Diagnostics.DebuggerDisplay("{scene_guid}")]
[Serializable]
internal struct Data : IAnalytic.IData
{
// Naming convention for analytics data
public string scene_guid;
};
public bool TryGatherData(out IAnalytic.IData data, out Exception error)
{
data = m_Data;
error = null;
return true;
}
static public void SendAnalytic(SceneRenderPipeline sender)
{
SceneRenderPipelineAnalytic analytic = new SceneRenderPipelineAnalytic(sender.gameObject.scene.GetGUID());
EditorAnalytics.SendAnalytic(analytic);
}
Data m_Data;
}
#endif
}
}