testss
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using System.Collections.Generic;
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#if UNITY_EDITOR
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using UnityEditor.Experimental.SceneManagement;
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#endif
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namespace UnityEngine.Experimental.Rendering.Universal
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{
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internal static class Light2DManager
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{
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private static SortingLayer[] s_SortingLayers;
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public static List<Light2D> lights { get; } = new List<Light2D>();
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// Called during OnEnable
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public static void RegisterLight(Light2D light)
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{
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Debug.Assert(!lights.Contains(light));
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lights.Add(light);
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ErrorIfDuplicateGlobalLight(light);
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}
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// Called during OnEnable
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public static void DeregisterLight(Light2D light)
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{
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Debug.Assert(lights.Contains(light));
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lights.Remove(light);
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}
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public static void ErrorIfDuplicateGlobalLight(Light2D light)
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{
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if (light.lightType != Light2D.LightType.Global)
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return;
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foreach (var sortingLayer in light.affectedSortingLayers)
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{
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// should this really trigger at runtime?
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if (ContainsDuplicateGlobalLight(sortingLayer, light.blendStyleIndex))
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Debug.LogError("More than one global light on layer " + SortingLayer.IDToName(sortingLayer) + " for light blend style index " + light.blendStyleIndex);
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}
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}
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public static bool GetGlobalColor(int sortingLayerIndex, int blendStyleIndex, out Color color)
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{
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var foundGlobalColor = false;
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color = Color.black;
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// This should be rewritten to search only global lights
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foreach (var light in lights)
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{
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if (light.lightType != Light2D.LightType.Global ||
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light.blendStyleIndex != blendStyleIndex ||
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!light.IsLitLayer(sortingLayerIndex))
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continue;
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var inCurrentPrefabStage = true;
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#if UNITY_EDITOR
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// If we found the first global light in our prefab stage
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inCurrentPrefabStage = PrefabStageUtility.GetCurrentPrefabStage()?.IsPartOfPrefabContents(light.gameObject) ?? true;
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#endif
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if (inCurrentPrefabStage)
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{
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color = light.color * light.intensity;
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return true;
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}
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else
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{
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if (!foundGlobalColor)
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{
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color = light.color * light.intensity;
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foundGlobalColor = true;
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}
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}
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}
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return foundGlobalColor;
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}
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private static bool ContainsDuplicateGlobalLight(int sortingLayerIndex, int blendStyleIndex)
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{
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var globalLightCount = 0;
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// This should be rewritten to search only global lights
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foreach (var light in lights)
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{
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if (light.lightType == Light2D.LightType.Global &&
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light.blendStyleIndex == blendStyleIndex &&
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light.IsLitLayer(sortingLayerIndex))
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{
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#if UNITY_EDITOR
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// If we found the first global light in our prefab stage
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if (PrefabStageUtility.GetPrefabStage(light.gameObject) == PrefabStageUtility.GetCurrentPrefabStage())
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#endif
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{
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if (globalLightCount > 0)
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return true;
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globalLightCount++;
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}
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}
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}
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return false;
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}
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public static SortingLayer[] GetCachedSortingLayer()
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{
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if (s_SortingLayers is null)
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{
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s_SortingLayers = SortingLayer.layers;
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}
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#if UNITY_EDITOR
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// we should fix. Make a non allocating version of this
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if (!Application.isPlaying)
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s_SortingLayers = SortingLayer.layers;
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#endif
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return s_SortingLayers;
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}
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}
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}
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