using System.Collections.Generic; using System.Linq; using UnityEditor.ShaderGraph; using UnityEditor.ShaderGraph.Internal; namespace Data.Util { sealed class ShaderGraphRequirementsPerKeyword: KeywordDependentCollection< ShaderGraphRequirements, ShaderGraphRequirementsPerKeyword.All, ShaderGraphRequirementsPerKeyword.AllPermutations, ShaderGraphRequirementsPerKeyword.ForPermutationIndex, ShaderGraphRequirementsPerKeyword.Base, ShaderGraphRequirementsPerKeyword.IRequirements, ShaderGraphRequirementsPerKeyword.IRequirementsSet > { public interface IRequirements: KeywordDependentCollection.IInstance, KeywordDependentCollection.ISet { void SetRequirements(ShaderGraphRequirements value); ShaderGraphRequirements requirements { get; set; } } public interface IRequirementsSet: KeywordDependentCollection.ISet { } public struct ForPermutationIndex: IRequirements, IRequirementsSet { private ShaderGraphRequirementsPerKeyword m_Source; private int m_PermutationIndex; public KeywordDependentCollection.KeywordPermutationInstanceType type => KeywordDependentCollection.KeywordPermutationInstanceType.Permutation; public IEnumerable instances => Enumerable.Repeat(this, 1); public int instanceCount => 1; public int permutationIndex => m_PermutationIndex; public ShaderGraphRequirements requirements { get => m_Source.GetOrCreateForPermutationIndex(m_PermutationIndex); set => m_Source.SetForPermutationIndex(m_PermutationIndex, value); } public void SetRequirements(ShaderGraphRequirements value) => requirements = value; internal ForPermutationIndex(ShaderGraphRequirementsPerKeyword source, int index) { m_Source = source; m_PermutationIndex = index; } } public struct Base : IRequirements, IRequirementsSet { private ShaderGraphRequirementsPerKeyword m_Source; public int instanceCount => 1; public int permutationIndex => -1; public KeywordDependentCollection.KeywordPermutationInstanceType type => KeywordDependentCollection.KeywordPermutationInstanceType.Base; public IEnumerable instances => Enumerable.Repeat(this, 1); public ShaderGraphRequirements requirements { get => m_Source.baseStorage; set => m_Source.baseStorage = value; } public void SetRequirements(ShaderGraphRequirements value) => requirements = value; internal Base(ShaderGraphRequirementsPerKeyword source) { m_Source = source; } } public struct All : IRequirementsSet { private ShaderGraphRequirementsPerKeyword m_Source; public int instanceCount => m_Source.permutationCount + 1; internal All(ShaderGraphRequirementsPerKeyword source) { m_Source = source; } public IEnumerable instances { get { var self = this; return m_Source.permutationStorages .Select((v, i) => new ForPermutationIndex(self.m_Source, i) as IRequirements) .Union(Enumerable.Repeat((IRequirements)m_Source.baseInstance, 1)); } } } public struct AllPermutations : IRequirementsSet { private ShaderGraphRequirementsPerKeyword m_Source; public int instanceCount => m_Source.permutationCount; internal AllPermutations(ShaderGraphRequirementsPerKeyword source) { m_Source = source; } public IEnumerable instances { get { var self = this; return m_Source.permutationStorages .Select((v, i) => new ForPermutationIndex(self.m_Source, i) as IRequirements); } } } public void UnionWith(ShaderGraphRequirementsPerKeyword other) { baseStorage = baseStorage.Union(other.baseStorage); for (var i = 0; i < other.permutationCount; ++i) SetForPermutationIndex(i, GetOrCreateForPermutationIndex(i).Union(other.GetOrCreateForPermutationIndex(i))); } protected override All CreateAllSmartPointer() => new All(this); protected override AllPermutations CreateAllPermutationsSmartPointer() => new AllPermutations(this); protected override ForPermutationIndex CreateForPermutationSmartPointer(int index) => new ForPermutationIndex(this, index); protected override Base CreateBaseSmartPointer() => new Base(this); } }