using System; using System.Collections.Generic; namespace UnityEngine.Rendering { /// <summary> /// Holds the state of a Volume blending update. A global stack is /// available by default in <see cref="VolumeManager"/> but you can also create your own using /// <see cref="VolumeManager.CreateStack"/> if you need to update the manager with specific /// settings and store the results for later use. /// </summary> public sealed class VolumeStack : IDisposable { // Holds the state of _all_ component types you can possibly add on volumes internal Dictionary<Type, VolumeComponent> components; internal VolumeStack() { } internal void Reload(Type[] baseTypes) { if (components == null) components = new Dictionary<Type, VolumeComponent>(); else components.Clear(); foreach (var type in baseTypes) { var inst = (VolumeComponent)ScriptableObject.CreateInstance(type); components.Add(type, inst); } } /// <summary> /// Gets the current state of the <see cref="VolumeComponent"/> of type <typeparamref name="T"/> /// in the stack. /// </summary> /// <typeparam name="T">A type of <see cref="VolumeComponent"/>.</typeparam> /// <returns>The current state of the <see cref="VolumeComponent"/> of type <typeparamref name="T"/> /// in the stack.</returns> public T GetComponent<T>() where T : VolumeComponent { var comp = GetComponent(typeof(T)); return (T)comp; } /// <summary> /// Gets the current state of the <see cref="VolumeComponent"/> of the specified type in the /// stack. /// </summary> /// <param name="type">The type of <see cref="VolumeComponent"/> to look for.</param> /// <returns>The current state of the <see cref="VolumeComponent"/> of the specified type, /// or <c>null</c> if the type is invalid.</returns> public VolumeComponent GetComponent(Type type) { components.TryGetValue(type, out var comp); return comp; } /// <summary> /// Cleans up the content of this stack. Once a <c>VolumeStack</c> is disposed, it souldn't /// be used anymore. /// </summary> public void Dispose() { foreach (var component in components) CoreUtils.Destroy(component.Value); components.Clear(); } } }