示例#1
0
 private void PerformUpdate()
 {
     UISystemProfilerApi.BeginSample(UISystemProfilerApi.SampleType.Layout);
     this.CleanInvalidItems();
     this.m_PerformingLayoutUpdate = true;
     this.m_LayoutRebuildQueue.Sort(CanvasUpdateRegistry.s_SortLayoutFunction);
     for (int i = 0; i <= 2; i++)
     {
         for (int j = 0; j < this.m_LayoutRebuildQueue.Count; j++)
         {
             ICanvasElement canvasElement = CanvasUpdateRegistry.instance.m_LayoutRebuildQueue[j];
             try
             {
                 if (this.ObjectValidForUpdate(canvasElement))
                 {
                     canvasElement.Rebuild((CanvasUpdate)i);
                 }
             }
             catch (Exception exception)
             {
                 Debug.LogException(exception, canvasElement.transform);
             }
         }
     }
     for (int k = 0; k < this.m_LayoutRebuildQueue.Count; k++)
     {
         this.m_LayoutRebuildQueue[k].LayoutComplete();
     }
     CanvasUpdateRegistry.instance.m_LayoutRebuildQueue.Clear();
     this.m_PerformingLayoutUpdate = false;
     ClipperRegistry.instance.Cull();
     this.m_PerformingGraphicUpdate = true;
     for (int l = 3; l < 5; l++)
     {
         for (int m = 0; m < CanvasUpdateRegistry.instance.m_GraphicRebuildQueue.Count; m++)
         {
             try
             {
                 ICanvasElement canvasElement2 = CanvasUpdateRegistry.instance.m_GraphicRebuildQueue[m];
                 if (this.ObjectValidForUpdate(canvasElement2))
                 {
                     canvasElement2.Rebuild((CanvasUpdate)l);
                 }
             }
             catch (Exception exception2)
             {
                 Debug.LogException(exception2, CanvasUpdateRegistry.instance.m_GraphicRebuildQueue[m].transform);
             }
         }
     }
     for (int n = 0; n < this.m_GraphicRebuildQueue.Count; n++)
     {
         this.m_GraphicRebuildQueue[n].GraphicUpdateComplete();
     }
     CanvasUpdateRegistry.instance.m_GraphicRebuildQueue.Clear();
     this.m_PerformingGraphicUpdate = false;
     UISystemProfilerApi.EndSample(UISystemProfilerApi.SampleType.Layout);
 }
    public static int BeginSample_s(IntPtr l)
    {
        int result;

        try
        {
            UISystemProfilerApi.SampleType type;
            LuaObject.checkEnum <UISystemProfilerApi.SampleType>(l, 1, out type);
            UISystemProfilerApi.BeginSample(type);
            LuaObject.pushValue(l, true);
            result = 1;
        }
        catch (Exception e)
        {
            result = LuaObject.error(l, e);
        }
        return(result);
    }
        //类初始化时,绑定Canvas.willRenderCanvases事件,Canvas重构时,执行这个方法
        private void PerformUpdate()
        {
            UISystemProfilerApi.BeginSample(UISystemProfilerApi.SampleType.Layout);
            CleanInvalidItems();

            m_PerformingLayoutUpdate = true;
            //需要重建的布局元素,根据子对象数量排序
            m_LayoutRebuildQueue.Sort(s_SortLayoutFunction);
            for (int i = 0; i <= (int)CanvasUpdate.PostLayout; i++)
            {
                for (int j = 0; j < m_LayoutRebuildQueue.Count; j++)
                {
                    var rebuild = instance.m_LayoutRebuildQueue[j];
                    try
                    {
                        if (ObjectValidForUpdate(rebuild))
                        {
                            rebuild.Rebuild((CanvasUpdate)i); //注册的元素回调布局重建
                        }
                    }
                    catch (Exception e)
                    {
                        Debug.LogException(e, rebuild.transform);
                    }
                }
            }

            for (int i = 0; i < m_LayoutRebuildQueue.Count; ++i)
            {
                m_LayoutRebuildQueue[i].LayoutComplete();
            }
            //构建完成后情况队列
            instance.m_LayoutRebuildQueue.Clear();
            m_PerformingLayoutUpdate = false;

            // now layout is complete do culling...
            ClipperRegistry.instance.Cull(); //Mask2D裁剪
            //重建Graphic元素
            m_PerformingGraphicUpdate = true;
            for (var i = (int)CanvasUpdate.PreRender; i < (int)CanvasUpdate.MaxUpdateValue; i++)
            {
                for (var k = 0; k < instance.m_GraphicRebuildQueue.Count; k++)
                {
                    try
                    {
                        var element = instance.m_GraphicRebuildQueue[k];
                        if (ObjectValidForUpdate(element))
                        {
                            element.Rebuild((CanvasUpdate)i);
                        }
                    }
                    catch (Exception e)
                    {
                        Debug.LogException(e, instance.m_GraphicRebuildQueue[k].transform);
                    }
                }
            }

            for (int i = 0; i < m_GraphicRebuildQueue.Count; ++i)
            {
                m_GraphicRebuildQueue[i].GraphicUpdateComplete();
            }

            instance.m_GraphicRebuildQueue.Clear();
            m_PerformingGraphicUpdate = false;
            UISystemProfilerApi.EndSample(UISystemProfilerApi.SampleType.Layout);
        }
示例#4
0
    void OnGUI()
    {
        UnityEngine.Profiling.Profiler.BeginSample("Snapper Quick Settings");
        UISystemProfilerApi.BeginSample(UISystemProfilerApi.SampleType.Render);

        EditorGUILayout.BeginHorizontal("Box", GUILayout.Height(fButtonHeight));
        #region Small Buttons
        EditorGUILayout.BeginVertical(buttonSmallWidth);
        if (GUILayout.Button((Texture)EditorGUIUtility.Load("Icons/Snapper.png")))//, "|Open Snapper Editor."))
        {
            BlocklyPlayground.OpenSnapperEditor();
        }
        // Two Buttons
        EditorGUILayout.BeginHorizontal();
        if (GUILayout.Button(EditorGUIUtility.GetBuiltinSkin(EditorSkin.Inspector).GetStyle("Icon.Activation").normal.background))
        {
            AssessmentWizard.CreateWizard();
        }

        if (GUILayout.Button(EditorGUIUtility.IconContent("LookDevSideBySide", "|Publish.")))
        {
            BlocklyPlayground.PublishTo();
        }
        EditorGUILayout.EndHorizontal();

        if (GUILayout.Button(EditorGUIUtility.IconContent("renderdoc", "|Me.")))
        {
            Debug.Log(Application.companyName);
        }
        EditorGUILayout.EndVertical();
        #endregion

        #region Big Buttons
        EditorGUILayout.BeginHorizontal();
        if (GUILayout.Button(EditorGUIUtility.IconContent("cs Script Icon", "|Save as C# Script.")))
        {
            BlocklyPlayground.SaveAsCSharp();
        }

        /*if (GUILayout.Button(EditorGUIUtility.IconContent("js Script Icon", "|Save as JS.")))
         * {
         *  BlocklyPlayground.SaveAsJavaScript();
         * }*/

        // Create primitive with our most recent Snapper script.
        EditorGUILayout.BeginVertical();
        op = (E_PRIMITIVE_STATE)EditorGUILayout.EnumPopup("Primitive to create:", op);
        EditorGUILayout.LabelField(string.Format("Last Snapper Script: \"{0}\"", BlocklyPlayground.LastSnapperComponent));

        // If we're not compiling...
        if (!EditorApplication.isCompiling)
        {
            // ... allow us to create a primitive.
            if (GUILayout.Button(EditorGUIUtility.IconContent("GameObject Icon",
                                                              "|Adds the latest Snapper script to a primitive."),
                                 GUILayout.Height(fButtonHeight - fPadding * 8f)))
            {
                InstantiatePrimitive(op);
            }
        }
        // ... We don't want to create a primitive if we're compiling.
        else
        {
            GUIStyle style = new GUIStyle();
            style.richText = true;
            EditorGUILayout.LabelField("<color=red>Compiling!</color> Please Wait.", style);
        }
        EditorGUILayout.EndVertical();
        EditorGUILayout.EndHorizontal();
        #endregion

        EditorGUILayout.EndHorizontal();

        UISystemProfilerApi.EndSample(UISystemProfilerApi.SampleType.Render);
        UnityEngine.Profiling.Profiler.EndSample();
    }
        private void PerformUpdate()
        {
            UISystemProfilerApi.BeginSample(UISystemProfilerApi.SampleType.Layout);
            CleanInvalidItems();

            m_PerformingLayoutUpdate = true;

            m_LayoutRebuildQueue.Sort(s_SortLayoutFunction);
            for (int i = 0; i <= (int)CanvasUpdate.PostLayout; i++)
            {
                UnityEngine.Profiling.Profiler.BeginSample(m_CanvasUpdateProfilerStrings[i]);
                for (int j = 0; j < m_LayoutRebuildQueue.Count; j++)
                {
                    var rebuild = instance.m_LayoutRebuildQueue[j];
                    try
                    {
                        if (ObjectValidForUpdate(rebuild))
                        {
                            rebuild.Rebuild((CanvasUpdate)i);
                        }
                    }
                    catch (Exception e)
                    {
                        Debug.LogException(e, rebuild.transform);
                    }
                }
                UnityEngine.Profiling.Profiler.EndSample();
            }

            for (int i = 0; i < m_LayoutRebuildQueue.Count; ++i)
            {
                m_LayoutRebuildQueue[i].LayoutComplete();
            }

            instance.m_LayoutRebuildQueue.Clear();
            m_PerformingLayoutUpdate = false;
            UISystemProfilerApi.EndSample(UISystemProfilerApi.SampleType.Layout);
            UISystemProfilerApi.BeginSample(UISystemProfilerApi.SampleType.Render);

            // now layout is complete do culling...
            UnityEngine.Profiling.Profiler.BeginSample(m_CullingUpdateProfilerString);
            ClipperRegistry.instance.Cull();
            UnityEngine.Profiling.Profiler.EndSample();

            m_PerformingGraphicUpdate = true;
            for (var i = (int)CanvasUpdate.PreRender; i < (int)CanvasUpdate.MaxUpdateValue; i++)
            {
                UnityEngine.Profiling.Profiler.BeginSample(m_CanvasUpdateProfilerStrings[i]);
                for (var k = 0; k < instance.m_GraphicRebuildQueue.Count; k++)
                {
                    try
                    {
                        var element = instance.m_GraphicRebuildQueue[k];
                        if (ObjectValidForUpdate(element))
                        {
                            element.Rebuild((CanvasUpdate)i);
                        }
                    }
                    catch (Exception e)
                    {
                        Debug.LogException(e, instance.m_GraphicRebuildQueue[k].transform);
                    }
                }
                UnityEngine.Profiling.Profiler.EndSample();
            }

            for (int i = 0; i < m_GraphicRebuildQueue.Count; ++i)
            {
                m_GraphicRebuildQueue[i].GraphicUpdateComplete();
            }

            instance.m_GraphicRebuildQueue.Clear();
            m_PerformingGraphicUpdate = false;
            UISystemProfilerApi.EndSample(UISystemProfilerApi.SampleType.Render);
        }
示例#6
0
    /*void OnEnable()
     * {
     *      base.hideFlags = HideFlags.HideAndDontSave;
     *      this.InitializeHorizontalSplitter();
     *
     *      AnimEditor.s_AnimationWindows.Add(this);
     *      if (this.m_State == null)
     *      {
     *              this.m_State = (ScriptableObject.CreateInstance(typeof(AnimationWindowState)) as AnimationWindowState);
     *              this.m_State.hideFlags = HideFlags.HideAndDontSave;
     *              this.m_State.animEditor = this;
     *              this.InitializeHorizontalSplitter();
     *              this.InitializeClipSelection();
     *              this.InitializeDopeSheet();
     *              this.InitializeEvents();
     *              this.InitializeCurveEditor();
     *              this.InitializeOverlay();
     *      }
     *      this.InitializeNonserializedValues();
     *      this.m_State.timeArea = ((!this.m_State.showCurveEditor) ? this.m_DopeSheet : this.m_CurveEditor);
     *      this.m_DopeSheet.state = this.m_State;
     *      this.m_ClipPopup.state = this.m_State;
     *      this.m_Overlay.state = this.m_State;
     *      CurveEditor expr_E9 = this.m_CurveEditor;
     *      expr_E9.curvesUpdated = (CurveEditor.CallbackFunction)Delegate.Combine(expr_E9.curvesUpdated, new CurveEditor.CallbackFunction(this.SaveChangedCurvesFromCurveEditor));
     *      this.m_CurveEditor.OnEnable();*/

    /*// Shows an instance of custom window, SnapperWindow
     * SnapperWindow window = GetWindow<SnapperWindow>("Snapper");
     * // Loads an icon from an image stored at the specified path
     * Texture icon = AssetDatabase.LoadAssetAtPath<Texture>("Assets/Editor Default Resources/Icons/Snapper.png");
     * // Create the instance of GUIContent to assign to the window. Gives the title "SnapperWindow" and the icon
     * GUIContent titleContent = new GUIContent("SnapperWindow", icon);
     * window.titleContent = titleContent;* /
     * }*/

    #region GUI

    void OnGUI()
    {
        UnityEngine.Profiling.Profiler.BeginSample("Snapper");
        UISystemProfilerApi.BeginSample(UISystemProfilerApi.SampleType.Render);
        //Event currentEvent = Event.current;

        GUISkin _editorSkin = EditorGUIUtility.GetBuiltinSkin(EditorSkin.Inspector);

        //GUILayout.BeginArea(headingsRect, GUI.skin.box);
        //DrawMenu();
        DrawHeadings();
        //GUILayout.EndArea();

        GUILayout.BeginHorizontal("Box");//, GUILayout.Width(GetWindow<SnapperWindow>().maxSize.x - 8));
        //EditorGUILayout.Space();

        DrawBlocks();

        DrawGrid();
        GUILayout.EndHorizontal();

        //scrollPosition = GUILayout.BeginScrollView(scrollPosition);

        DrawColoriser();
        DrawGenHeadings();

        EditorGUILayout.BeginVertical();
        // https://github.com/MattRix/UnityDecompiled/blob/82e03c823811032fd970ffc9a75246e95c626502/UnityEditor/UnityEditor/ProjectWindowUtil.cs
        //Or you can simply use the style itself when rendering a control:
        if (GUILayout.Button("", _editorSkin.GetStyle("Icon.Mute")))
        {
            Debug.Log("Icon");
        }
        if (GUILayout.Button("", _editorSkin.GetStyle("VisibilityToggle")))
        {
            Debug.Log("Vis Tog");
            //Debug.Log("Assets/Editor Default Resources/" + EditorResourcesUtility.iconsPath);
        }
        GUILayout.Label("", _editorSkin.GetStyle("MeTransPlayhead"));
        GUILayout.Label(_editorSkin.GetStyle("MeTransPlayhead").normal.background);

        EditorGUILayout.BeginHorizontal();
        GUILayout.Button(EditorGUIUtility.IconContent("Animation.EventMarker", "|Add."));
        GUILayout.Button(EditorGUIUtility.IconContent("LookDevClose", "|Add."));
        GUILayout.Button(EditorGUIUtility.IconContent("renderdoc", "Capture|Capture the current view and open in RenderDoc."));
        //GUILayout.Button(EditorGUIUtility.LoadIcon("animationkeyframe"));
        GUILayout.Button(EditorGUIUtility.IconContent("Mirror", "|Add."));
        GUILayout.Button(EditorGUIUtility.IconContent("LookDevSingle1", "|Add."));
        GUILayout.Button(EditorGUIUtility.IconContent("LookDevSingle2", "|Add."));
        GUILayout.Button(EditorGUIUtility.IconContent("LookDevSideBySide", "|Add."));
        GUILayout.Button(EditorGUIUtility.IconContent("Toolbar Plus", "|Add."));
        GUILayout.Button(EditorGUIUtility.IconContent("Toolbar Minus", "|Minus."));
        EditorGUILayout.EndHorizontal();

        /*using (new EditorGUI.DisabledScope(false))
         * {
         *      GUILayout.BeginHorizontal();// new GUILayoutOption[0]);
         *      SplitterGUILayout.BeginHorizontalSplit(this.m_HorizontalSplitter, new GUILayoutOption[0]);
         *      GUILayout.BeginVertical();// new GUILayoutOption[0]);
         *      GUILayout.BeginHorizontal();// EditorStyles.toolbarButton, new GUILayoutOption[0]);
         *      GUILayout.FlexibleSpace();
         *      GUILayout.EndHorizontal();
         *      GUILayout.EndVertical();
         *      SplitterGUILayout.EndHorizontalSplit();
         *      GUILayout.EndHorizontal();
         * }*/

        EditorGUILayout.BeginHorizontal();
        GUILayout.Button(EditorGUIUtility.IconContent("GameObject Icon", "|Game Object."));
        //GUILayout.Button(EditorResourcesUtility.emptyFolderIconName, "|Game Object"));
        GUILayout.Button(EditorGUIUtility.IconContent("cs Script Icon", "|C# Script Icon."));
        GUILayout.Button(EditorGUIUtility.IconContent("AnimatorController Icon", "|Add."));
        GUILayout.Button(_editorSkin.GetStyle("MeTransPlayhead").normal.background);
        EditorGUILayout.EndHorizontal();

        EditorGUILayout.BeginHorizontal();
        // TODO: remove later
        System.Type[] categories = new System.Type[]        // UnityEngine.Object[]
        { typeof(Mesh), typeof(ParticleSystem), typeof(Physics), typeof(Physics2D),
          typeof(Behaviour), typeof(NavMeshAgent), typeof(AudioSource), typeof(VideoClip),
          typeof(Renderer), typeof(LayoutElement), typeof(VRDevice), typeof(Network),
          typeof(Transform), typeof(RectTransform), typeof(AudioLowPassFilter) };

        for (int i = 0; i < categories.Length; i++)
        {
            if (i == 6)            //categories.Length * 0.5f)
            {
                EditorGUILayout.EndHorizontal();
                EditorGUILayout.BeginHorizontal();
            }
            if (GUILayout.Button(EditorGUIUtility.ObjectContent(null, categories[i]).image))
            {
                Debug.Log(categories[i].Name + " Image.");                 //Debug.Log(nameof(categories[i]) + " Image");
            }
        }

        /*if (GUILayout.Button(EditorGUIUtility.ObjectContent(null, typeof(Transform)).image))
         * {
         *      Debug.Log("Transform Image");
         * }*/
        EditorGUILayout.EndHorizontal();
        EditorGUILayout.EndVertical();

        // Draw Side Window

        /*sideWindowWidth = System.Math.Min(600, System.Math.Max(200, (int)(position.width / 5)));
         * GUILayout.BeginArea(sideWindowRect, GUI.skin.box);
         * DrawSideWindow();
         * GUILayout.EndArea(); */

        UISystemProfilerApi.EndSample(UISystemProfilerApi.SampleType.Render);
        UnityEngine.Profiling.Profiler.EndSample();
    }
    public void FindNearAuxins()
    {
        //clear them all, for obvious reasons
        myAuxins.Clear();

        //get all auxins on my cell
        List <AuxinController> cellAuxins = cell.GetComponent <CellController>().GetAuxins();

        UISystemProfilerApi.BeginSample(UISystemProfilerApi.SampleType.Layout);
        //iterate all cell auxins to check distance between auxins and agent
        for (int i = 0; i < cellAuxins.Count; i++)
        {
            //see if the distance between this agent and this auxin is smaller than the actual value, and inside agent radius
            float distance = Vector3.Distance(transform.position, cellAuxins[i].position);


            //compara o produto distancia x calmo do agente dono da auxina com o que quer pegar
            //caso não tenha agente dono da auxina A2 fica como 1
            if (cellAuxins[i].taken == true)
            {
                GameObject otherAgent = cellAuxins[i].GetAgent();
            }

            //if (distance < cellAuxins[i].GetMinDistance() && distance <= agentRadius && !cellAuxins[i].takenByRuler)
            if (distance < cellAuxins[i].GetMinDistance() && distance <= agentRadius)
            {
                //take the auxin!!
                //if this auxin already was taken, need to remove it from the agent who had it
                if (cellAuxins[i].taken == true)
                {
                    GameObject otherAgent = cellAuxins[i].GetAgent();
                    otherAgent.GetComponent <AgentController>().myAuxins.Remove(cellAuxins[i]);
                }
                //auxin is taken
                cellAuxins[i].taken = true;
                //change the color (visual purpose)
                //cellAuxins[i].material.color = color;
                //auxin has agent
                cellAuxins[i].SetAgent(this.gameObject);
                //update min distance
                cellAuxins[i].SetMinDistance(distance);
                //update my auxins
                myAuxins.Add(cellAuxins[i]);
            }
        }
        UISystemProfilerApi.EndSample(UISystemProfilerApi.SampleType.Layout);
        //find all neighbours cells
        //default
        int startX = (int)cell.transform.position.x - 2;
        int startZ = (int)cell.transform.position.z - 2;
        int endX   = (int)cell.transform.position.x + 2;
        int endZ   = (int)cell.transform.position.z + 2;
        //distance from agent to cell, to define agent new cell
        float distanceToCell = Vector3.Distance(transform.position, cell.transform.position);

        //see if it is in some border
        if ((int)cell.transform.position.x == 1)
        {
            startX = (int)cell.transform.position.x;
        }
        if ((int)cell.transform.position.z == 1)
        {
            startZ = (int)cell.transform.position.z;
        }
        if ((int)cell.transform.position.x == (int)terrain.terrainData.size.x - 1)
        {
            endX = (int)cell.transform.position.x;
        }
        if ((int)cell.transform.position.z == (int)terrain.terrainData.size.z - 1)
        {
            endZ = (int)cell.transform.position.z;
        }

        //iterate to find the cells
        //2 in 2, since the radius of each cell is 1 = diameter 2
        UISystemProfilerApi.BeginSample(UISystemProfilerApi.SampleType.Layout);
        for (int i = startX; i <= endX; i = i + 2)
        {
            for (int j = startZ; j <= endZ; j = j + 2)
            {
                int nameX = i - 1;
                int nameZ = j - 1;
                //find the cell
                //Debug.LogWarning(gameObject.name);
                GameObject neighbourCell = CellController.GetCellByName("cell" + nameX + "-" + nameZ);

                //get all auxins on neighbourcell
                cellAuxins = neighbourCell.GetComponent <CellController>().GetAuxins();

                //iterate all cell auxins to check distance between auxins and agent
                for (int c = 0; c < cellAuxins.Count; c++)
                {
                    //see if the distance between this agent and this auxin is smaller than the actual value, and smaller than agent radius
                    float distance = Vector3.Distance(transform.position, cellAuxins[c].position);


                    // caso ele seja afoito a sua distnacia diminui o que leva a uma prioridade maior sobre os outros
                    if (cellAuxins[c].taken == true)
                    {
                        GameObject otherAgent = cellAuxins[c].GetAgent();
                    }



                    if (distance < cellAuxins[c].GetMinDistance() && distance <= agentRadius)
                    {
                        //take the auxin!!
                        //if this auxin already was taken, need to remove it from the agent who had it
                        if (cellAuxins[c].taken == true)
                        {
                            GameObject otherAgent = cellAuxins[c].GetAgent();
                            otherAgent.GetComponent <AgentController>().myAuxins.Remove(cellAuxins[c]);
                        }
                        //auxin is taken
                        cellAuxins[c].taken = true;
                        //change the color (visual purpose)
                        //cellAuxins[i].material.color = color;
                        //auxin has agent
                        cellAuxins[c].SetAgent(this.gameObject);
                        //update min distance
                        cellAuxins[c].SetMinDistance(distance);
                        //update my auxins
                        myAuxins.Add(cellAuxins[c]);
                    }
                }

                //see distance to this cell
                float distanceToNeighbourCell = Vector3.Distance(transform.position, neighbourCell.transform.position);
                if (distanceToNeighbourCell < distanceToCell)
                {
                    distanceToCell = distanceToNeighbourCell;
                    SetCell(neighbourCell);
                }
            }
        }
        UISystemProfilerApi.EndSample(UISystemProfilerApi.SampleType.Layout);
    }
示例#8
0
        /// <summary>
        ///这里需要思考的是,有可能一个Image对象,RectTransform和Graphics同时发生了修改,它们的更新含义不同需要区分对待
        ///1.修改了Image的宽高,这样Mesh的顶点会发生变化,此时该对象会加入m_LayoutRebuildQueue队列
        ///2.修改了Image的Sprite,它并不会影响顶点位置信息,此时该对象会加入m_GraphicRebuildQueue队列
        ///所以上面代码在遍历的时候会分层
        ////for (int i = 0; i <= (int)CanvasUpdate.PostLayout; i++)
        ////for (var i = (int)CanvasUpdate.PreRender; i < (int)CanvasUpdate.MaxUpdateValue; i++)
        ///Rebuild的时候会把层传进去,保证Image知道现在是要更新布局,还是只更新渲染。
        /// </summary>
        private void PerformUpdate()
        {
            //开始BeginSample()
            //在Profiler中看到的标志性函数Canvas.willRenderCanvases耗时就在这里了
            //EndSample()
            UISystemProfilerApi.BeginSample(UISystemProfilerApi.SampleType.Layout);
            CleanInvalidItems();//从两个序列中,删除不可用元素
            //(1)布局更新开始
            m_PerformingLayoutUpdate = true;

            m_LayoutRebuildQueue.Sort(s_SortLayoutFunction);
            //分别以PreLayout,Layout,PostLayout的参数顺序调用每一个元素的Rebuild方法
            for (int i = 0; i <= (int)CanvasUpdate.PostLayout; i++)
            {
                for (int j = 0; j < m_LayoutRebuildQueue.Count; j++)
                {
                    var rebuild = instance.m_LayoutRebuildQueue[j];
                    try
                    {
                        if (ObjectValidForUpdate(rebuild))
                        {
                            rebuild.Rebuild((CanvasUpdate)i);//重建布局元素
                        }
                    }
                    catch (Exception e)
                    {
                        Debug.LogException(e, rebuild.transform);
                    }
                }
            }

            //调用布局更新完成的接口
            for (int i = 0; i < m_LayoutRebuildQueue.Count; ++i)
            {
                m_LayoutRebuildQueue[i].LayoutComplete();
            }

            instance.m_LayoutRebuildQueue.Clear();
            m_PerformingLayoutUpdate = false;

            // now layout is complete do culling...
            // 布局构建结束,开始进行Mask2D裁切(详细内容下面会介绍)
            ClipperRegistry.instance.Cull();

            //(2)图形更新开始
            m_PerformingGraphicUpdate = true;
            //以PreRender,LatePreRender的参数顺序调用每一个元素的Rebulid方法
            for (var i = (int)CanvasUpdate.PreRender; i < (int)CanvasUpdate.MaxUpdateValue; i++)
            {
                for (var k = 0; k < instance.m_GraphicRebuildQueue.Count; k++)
                {
                    try
                    {
                        var element = instance.m_GraphicRebuildQueue[k];
                        if (ObjectValidForUpdate(element))
                        {
                            element.Rebuild((CanvasUpdate)i);//重建UI元素
                        }
                    }
                    catch (Exception e)
                    {
                        Debug.LogException(e, instance.m_GraphicRebuildQueue[k].transform);
                    }
                }
            }

            //调用图形更新成功的接口
            for (int i = 0; i < m_GraphicRebuildQueue.Count; ++i)
            {
                m_GraphicRebuildQueue[i].GraphicUpdateComplete();
            }

            instance.m_GraphicRebuildQueue.Clear();
            m_PerformingGraphicUpdate = false;
            UISystemProfilerApi.EndSample(UISystemProfilerApi.SampleType.Layout);
        }
示例#9
0
        private void PerformUpdate()
        {
            UISystemProfilerApi.BeginSample(UISystemProfilerApi.SampleType.Layout);
            CleanInvalidItems();

            // 18/5 2020 Image源码学习
            //标记当前正在执行layout的rebuild
            //避免此时注册到队列中或者从队列中移除
            m_PerformingLayoutUpdate = true;

            m_LayoutRebuildQueue.Sort(s_SortLayoutFunction);
            for (int i = 0; i <= (int)CanvasUpdate.PostLayout; i++)
            {
                for (int j = 0; j < m_LayoutRebuildQueue.Count; j++)
                {
                    // 18/5 2020 Image源码学习
                    //从队列中取得一个element
                    var rebuild = instance.m_LayoutRebuildQueue[j];
                    try
                    {
                        // 18/5 2020 Image源码学习
                        //element可用的情况下进行rebuild,这里调用基本上是layoutRebuilder中的rebuild方法
                        if (ObjectValidForUpdate(rebuild))
                        {
                            rebuild.Rebuild((CanvasUpdate)i);
                        }
                    }
                    catch (Exception e)
                    {
                        Debug.LogException(e, rebuild.transform);
                    }
                }
            }

            // 18/5 2020 Image源码学习
            //更新完毕之后,调用layout rebuild Complete方法,执行完成后需要做的一些事情
            //清除队列,并且更新m_PerformingLayoutUpdate的值为false,开始接受新一轮的注册和删除
            for (int i = 0; i < m_LayoutRebuildQueue.Count; ++i)
            {
                m_LayoutRebuildQueue[i].LayoutComplete();
            }

            instance.m_LayoutRebuildQueue.Clear();
            m_PerformingLayoutUpdate = false;

            // now layout is complete do culling...
            // 18/5 2020 Image源码学习
            //布局完成之后,进行裁剪
            ClipperRegistry.instance.Cull();

            // 18/5 2020 Image源码学习
            //Graphic rebuild同layout rebuild,只不过没有裁剪操作
            m_PerformingGraphicUpdate = true;
            for (var i = (int)CanvasUpdate.PreRender; i < (int)CanvasUpdate.MaxUpdateValue; i++)
            {
                for (var k = 0; k < instance.m_GraphicRebuildQueue.Count; k++)
                {
                    try
                    {
                        var element = instance.m_GraphicRebuildQueue[k];
                        if (ObjectValidForUpdate(element))
                        {
                            element.Rebuild((CanvasUpdate)i);
                        }
                    }
                    catch (Exception e)
                    {
                        Debug.LogException(e, instance.m_GraphicRebuildQueue[k].transform);
                    }
                }
            }

            for (int i = 0; i < m_GraphicRebuildQueue.Count; ++i)
            {
                m_GraphicRebuildQueue[i].GraphicUpdateComplete();
            }

            instance.m_GraphicRebuildQueue.Clear();
            m_PerformingGraphicUpdate = false;
            UISystemProfilerApi.EndSample(UISystemProfilerApi.SampleType.Layout);
        }