Boat Attack使用了Universal RP的许多新图形功能,可以用于探索 Universal RP 的使用方式和技巧。
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using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using UnityEngine.UIElements;
using UnityEditor.Graphing;
using UnityEditorInternal;
namespace UnityEditor.ShaderGraph.Drawing
{
internal class ReorderableSlotListView : VisualElement
{
private AbstractMaterialNode m_Node;
private SlotType m_SlotType;
private ReorderableList m_ReorderableList;
private IMGUIContainer m_Container;
private GUIStyle m_LabelStyle;
private int m_SelectedIndex = -1;
private string label => string.Format("{0}s", m_SlotType.ToString());
internal ReorderableSlotListView(AbstractMaterialNode node, SlotType slotType)
{
styleSheets.Add(Resources.Load<StyleSheet>("Styles/ReorderableSlotListView"));
m_Node = node;
m_SlotType = slotType;
m_Container = new IMGUIContainer(() => OnGUIHandler ()) { name = "ListContainer" };
Add(m_Container);
}
internal void RecreateList()
{
// Get slots based on type
List<MaterialSlot> slots = new List<MaterialSlot>();
if(m_SlotType == SlotType.Input)
m_Node.GetInputSlots(slots);
else
m_Node.GetOutputSlots(slots);
// Create reorderable list from IDs
List<int> slotIDs = slots.Select(s => s.id).ToList();
m_ReorderableList = new ReorderableList(slotIDs, typeof(int), true, true, true, true);
}
private void OnGUIHandler()
{
if(m_ReorderableList == null)
{
RecreateList();
AddCallbacks();
}
using (var changeCheckScope = new EditorGUI.ChangeCheckScope())
{
m_ReorderableList.index = m_SelectedIndex;
m_ReorderableList.DoLayoutList();
if (changeCheckScope.changed)
m_Node.Dirty(ModificationScope.Node);
}
}
private void AddCallbacks()
{
m_ReorderableList.drawHeaderCallback = (Rect rect) =>
{
var labelRect = new Rect(rect.x, rect.y, rect.width-10, rect.height);
EditorGUI.LabelField(labelRect, label);
};
// Draw Element
m_ReorderableList.drawElementCallback = (Rect rect, int index, bool isActive, bool isFocused) =>
{
// Slot is guaranteed to exist in this UI state
MaterialSlot oldSlot = m_Node.FindSlot<MaterialSlot>((int)m_ReorderableList.list[index]);
EditorGUI.BeginChangeCheck();
var displayName = EditorGUI.DelayedTextField( new Rect(rect.x, rect.y, rect.width / 2, EditorGUIUtility.singleLineHeight), oldSlot.RawDisplayName(), EditorStyles.label);
var shaderOutputName = NodeUtils.GetHLSLSafeName(displayName);
var concreteValueType = (ConcreteSlotValueType)EditorGUI.EnumPopup( new Rect(rect.x + rect.width / 2, rect.y, rect.width - rect.width / 2, EditorGUIUtility.singleLineHeight), oldSlot.concreteValueType);
if(displayName != oldSlot.RawDisplayName())
displayName = NodeUtils.GetDuplicateSafeNameForSlot(m_Node, oldSlot.id, displayName);
if(EditorGUI.EndChangeCheck())
{
// Cant modify existing slots so need to create new and copy values
var newSlot = MaterialSlot.CreateMaterialSlot(concreteValueType.ToSlotValueType(), oldSlot.id, displayName, shaderOutputName, m_SlotType, Vector4.zero);
newSlot.CopyValuesFrom(oldSlot);
m_Node.AddSlot(newSlot);
// Need to get all current slots as everything after the edited slot in the list must be added again
List<MaterialSlot> slots = new List<MaterialSlot>();
if(m_SlotType == SlotType.Input)
m_Node.GetInputSlots<MaterialSlot>(slots);
else
m_Node.GetOutputSlots<MaterialSlot>(slots);
// Iterate all the slots
foreach (MaterialSlot slot in slots)
{
// Because the list doesnt match the slot IDs (reordering)
// Need to get the index in the list of every slot
int listIndex = 0;
for(int i = 0; i < m_ReorderableList.list.Count; i++)
{
if((int)m_ReorderableList.list[i] == slot.id)
listIndex = i;
}
// Then for everything after the edited slot
if(listIndex <= index)
continue;
// Remove and re-add
m_Node.AddSlot(slot);
}
RecreateList();
m_Node.ValidateNode();
}
};
// Element height
m_ReorderableList.elementHeightCallback = (int indexer) =>
{
return m_ReorderableList.elementHeight;
};
// Add callback delegates
m_ReorderableList.onSelectCallback += SelectEntry;
m_ReorderableList.onAddCallback += AddEntry;
m_ReorderableList.onRemoveCallback += RemoveEntry;
m_ReorderableList.onReorderCallback += ReorderEntries;
}
private void SelectEntry(ReorderableList list)
{
m_SelectedIndex = list.index;
}
private void AddEntry(ReorderableList list)
{
m_Node.owner.owner.RegisterCompleteObjectUndo("Add Port");
// Need to get all current slots to get the next valid ID
List<MaterialSlot> slots = new List<MaterialSlot>();
m_Node.GetSlots(slots);
int[] slotIDs = slots.Select(s => s.id).OrderByDescending(s => s).ToArray();
int newSlotID = slotIDs.Length > 0 ? slotIDs[0] + 1 : 0;
string name = NodeUtils.GetDuplicateSafeNameForSlot(m_Node, newSlotID, "New");
// Create a new slot and add it
var newSlot = MaterialSlot.CreateMaterialSlot(SlotValueType.Vector1, newSlotID, name, NodeUtils.GetHLSLSafeName(name), m_SlotType, Vector4.zero);
m_Node.AddSlot(newSlot);
// Select the new slot, then validate the node
m_SelectedIndex = list.list.Count - 1;
m_Node.ValidateNode();
}
private void RemoveEntry(ReorderableList list)
{
m_Node.owner.owner.RegisterCompleteObjectUndo("Remove Port");
// Remove the slot from the node
m_SelectedIndex = list.index;
m_Node.RemoveSlot((int)m_ReorderableList.list[m_SelectedIndex]);
// Then remove it from the list
// Need to do this order to preserve the list indicies for previous step
ReorderableList.defaultBehaviours.DoRemoveButton(list);
// Validate
m_Node.ValidateNode();
}
private void ReorderEntries(ReorderableList list)
{
m_Node.owner.owner.RegisterCompleteObjectUndo("Reorder Ports");
// Get all the current slots
List<MaterialSlot> slots = new List<MaterialSlot>();
if(m_SlotType == SlotType.Input)
m_Node.GetInputSlots<MaterialSlot>(slots);
else
m_Node.GetOutputSlots<MaterialSlot>(slots);
// Store the edges
Dictionary<MaterialSlot, List<IEdge>> edgeDict = new Dictionary<MaterialSlot, List<IEdge>>();
foreach (MaterialSlot slot in slots)
edgeDict.Add(slot, (List<IEdge>)slot.owner.owner.GetEdges(slot.slotReference));
// Get reorder slots so need to remove them all then re-add
foreach (MaterialSlot slot in slots)
m_Node.RemoveSlot(slot.id);
// Order them by their slot ID
slots = slots.OrderBy(s => s.id).ToList();
// Now add the slots back based on the list order
// For each list entry get the slot with that ID
for (int i = 0; i < list.list.Count; i++)
{
var currentSlot = slots.Where(s => s.id == (int)list.list[i]).FirstOrDefault();
m_Node.AddSlot(currentSlot);
}
// Reconnect the edges
foreach (KeyValuePair<MaterialSlot, List<IEdge>> entry in edgeDict)
{
foreach (IEdge edge in entry.Value)
{
m_Node.owner.Connect(edge.outputSlot, edge.inputSlot);
}
}
RecreateList();
m_Node.ValidateNode();
}
}
}