302 lines
8.8 KiB
C#
302 lines
8.8 KiB
C#
/*----------------------------------------------------------------
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// Copyright (C) 2025 Beijing All rights reserved.
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//
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// Author: huachangmiao
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// Create Date: 2025/04/11
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// Module Describe: 3D MeshRenderer 视频渲染组件
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//----------------------------------------------------------------*/
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using UnityEngine;
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#if UNITY_EDITOR
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using UnityEditor;
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#endif
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/// <summary>
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/// 3D MeshRenderer 视频渲染组件
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/// 继承自 LeviathanVideoDecoderBase,用于在 3D 物体(如 Cube、Plane)上显示视频
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/// </summary>
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[RequireComponent(typeof(MeshRenderer))]
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public unsafe class LeviathanVideo3DRenderer : LeviathanVideoDecoderBase
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{
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private static readonly int MainTexIdx = Shader.PropertyToID("_MainTex");
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[Header("3D Renderer Settings")]
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[SerializeField]
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[Tooltip("是否翻转Y轴UV,用于修正不同模型的UV方向")]
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private bool _reverseY = true;
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[SerializeField]
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[Tooltip("材质所在的索引(用于多材质渲染器)")]
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private int _materialIndex = 0;
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private Material _material;
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private new static void Log(string message)
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{
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LeviathanLogConfig.Log("Video3DRenderer", message);
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}
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private new static void LogWarning(string message)
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{
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LeviathanLogConfig.LogWarning("Video3DRenderer", message);
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}
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private new static void LogError(string message)
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{
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LeviathanLogConfig.LogError("Video3DRenderer", message);
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}
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/// <summary>
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/// 启用渲染目标
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/// </summary>
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protected override void OnEnableRenderTarget()
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{
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MeshRenderer meshRenderer = GetComponent<MeshRenderer>();
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if (meshRenderer)
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{
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meshRenderer.enabled = true;
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}
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}
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/// <summary>
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/// 禁用渲染目标
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/// </summary>
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protected override void OnDisableRenderTarget()
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{
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MeshRenderer meshRenderer = GetComponent<MeshRenderer>();
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if (meshRenderer)
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{
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meshRenderer.enabled = false;
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}
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}
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/// <summary>
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/// 更新渲染目标尺寸
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/// 3D渲染器不需要调整尺寸,由模型本身决定
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/// </summary>
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protected override void OnUpdateRenderTargetSize()
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{
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// 3D渲染器不需要像UI那样自动调整尺寸
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// 尺寸由模型本身决定
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}
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/// <summary>
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/// 初始化材质
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/// </summary>
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protected override void OnInitMaterial()
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{
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MeshRenderer meshRenderer = GetComponent<MeshRenderer>();
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if (meshRenderer)
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{
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UpdateMeshMaterial(meshRenderer);
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}
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}
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/// <summary>
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/// 更新材质
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/// </summary>
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protected override void OnUpdateMaterial()
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{
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MeshRenderer meshRenderer = GetComponent<MeshRenderer>();
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if (meshRenderer)
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{
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UpdateMeshMaterial(meshRenderer);
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}
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}
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protected void UpdateMeshMaterial(MeshRenderer meshRenderer)
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{
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if (_textures == null || _textures.Length < 3) return;
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// 创建新材质或更新现有材质
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Material newMaterial;
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switch (_alphaType)
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{
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case PlayAlphaType.RightSide:
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newMaterial = new Material(Shader.Find("LeviathanVideo/YUV420P_3D_Alpha_Right"));
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newMaterial.SetFloat(ValidWidthRatioIdx, (float)_videoValidWidth / _videoWidth);
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break;
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case PlayAlphaType.BottomSide:
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newMaterial = new Material(Shader.Find("LeviathanVideo/YUV420P_3D_Alpha_Bottom"));
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break;
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case PlayAlphaType.ChromaKey:
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newMaterial = new Material(Shader.Find("LeviathanVideo/YUV420P_3D_ChromaKey"));
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break;
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case PlayAlphaType.None:
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default:
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newMaterial = new Material(Shader.Find("LeviathanVideo/YUV420P_3D"));
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break;
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}
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// 设置纹理
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newMaterial.SetTexture(MainTexIdx, _textures[0]);
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newMaterial.SetTexture(UTexIdx, _textures[1]);
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newMaterial.SetTexture(VTexIdx, _textures[2]);
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// 设置Y轴翻转
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newMaterial.SetFloat("_ReverseY", _reverseY ? 1 : 0);
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// 清理旧材质
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if (_material != null)
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{
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Destroy(_material);
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}
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_material = newMaterial;
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// 应用材质到渲染器
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var materials = meshRenderer.materials;
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if (_materialIndex >= 0 && _materialIndex < materials.Length)
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{
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materials[_materialIndex] = newMaterial;
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meshRenderer.materials = materials;
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}
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else
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{
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meshRenderer.material = newMaterial;
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}
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}
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protected override void OnDestroy()
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{
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base.OnDestroy();
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// 清理材质
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if (_material != null)
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{
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Destroy(_material);
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_material = null;
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}
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}
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/// <summary>
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/// 设置是否翻转Y轴
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/// </summary>
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public void SetReverseY(bool reverseY)
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{
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_reverseY = reverseY;
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if (_material != null)
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{
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_material.SetFloat("_ReverseY", _reverseY ? 1 : 0);
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}
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}
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/// <summary>
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/// 设置材质索引
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/// </summary>
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public void SetMaterialIndex(int index)
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{
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_materialIndex = index;
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if (_textures != null && _textures.Length > 0)
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{
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OnUpdateMaterial();
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}
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}
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#if UNITY_EDITOR
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private void OnValidate()
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{
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// 使用 delayCall 避免在 OnValidate 中调用 SendMessage 相关操作
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var currentBytesFile = bytesFile;
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var lastBytesFile = _lastBytesFile;
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UnityEditor.EditorApplication.delayCall += () =>
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{
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if (this == null) return;
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SetAlphaType(_alphaType);
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// 检测 bytesFile 是否发生变化
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if (currentBytesFile != lastBytesFile)
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{
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_lastBytesFile = currentBytesFile;
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if (IsPlaying && currentBytesFile != null)
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{
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Log($"编辑器中检测到 bytesFile 变化,自动播放新视频");
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Stop();
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Play();
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}
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}
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};
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}
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#endif
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}
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#if UNITY_EDITOR
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[CustomEditor(typeof(LeviathanVideo3DRenderer))]
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public class LeviathanVideo3DRendererEditor : Editor
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{
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// 格式化时间:秒转换为 HH:MM:SS.mmm 格式
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private static string FormatTimeSeconds(double totalSeconds)
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{
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int hours = (int)(totalSeconds / 3600);
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int minutes = (int)((totalSeconds % 3600) / 60);
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int seconds = (int)(totalSeconds % 60);
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int milliseconds = (int)((totalSeconds % 1) * 1000);
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return $"{hours:D2}:{minutes:D2}:{seconds:D2}.{milliseconds:D3}";
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}
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// 格式化时间:微秒转换为 HH:MM:SS.mmm 格式
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private static string FormatTimeMicroseconds(long microseconds)
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{
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return FormatTimeSeconds(microseconds / 1000000.0);
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}
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public override void OnInspectorGUI()
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{
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DrawDefaultInspector();
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var mono = (LeviathanVideo3DRenderer)target;
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// Display video dimensions as read-only fields
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EditorGUI.BeginDisabledGroup(true);
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EditorGUILayout.TextField("帧数", $"{mono.PlayFrameIndex} / {mono.FrameCount}");
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// FrameInterval 单位是秒,Duration 单位是微秒
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EditorGUILayout.TextField("播放时间", FormatTimeSeconds(mono.PlayFrameIndex * mono.FrameInterval));
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EditorGUILayout.TextField("总时间", FormatTimeMicroseconds(mono.Duration));
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EditorGUILayout.TextField("FPS", mono.FrameInterval > 0 ? $"{1.0 / mono.FrameInterval:F2}" : "0");
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EditorGUILayout.TextField("纹理尺寸", $"{mono.VideoWidth} × {mono.VideoHeight}");
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EditorGUILayout.TextField("视频有效尺寸", $"{mono.VideoValidWidth} × {mono.VideoHeight}");
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EditorGUI.EndDisabledGroup();
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{
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bool oldValue = mono.IsPlaying;
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// 绘制checkbox
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bool newValue = EditorGUILayout.Toggle("isPlaying", oldValue);
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// 如果用户切换了checkbox
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if (oldValue != newValue)
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{
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if (newValue)
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{
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mono.Play();
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}
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else
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{
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mono.Stop();
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}
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EditorUtility.SetDirty(target);
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}
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}
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{
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bool oldValue = mono.IsPause;
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// 绘制checkbox
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bool newValue = EditorGUILayout.Toggle("isPause", oldValue);
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// 如果用户切换了checkbox
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if (oldValue != newValue)
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{
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if (newValue)
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{
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mono.Pause();
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}
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else
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{
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mono.Resume();
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}
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EditorUtility.SetDirty(target);
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}
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}
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this.Repaint();
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}
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}
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#endif
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