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57 行
1.8 KiB
57 行
1.8 KiB
using System;
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using System.Linq;
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using System.Reflection;
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using UnityEngine.Assertions;
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namespace UnityEditor.Rendering
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{
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public sealed class SerializedDataParameter
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{
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public SerializedProperty overrideState { get; private set; }
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public SerializedProperty value { get; private set; }
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public Attribute[] attributes { get; private set; }
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public Type referenceType { get; private set; }
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SerializedProperty m_BaseProperty;
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object m_ReferenceValue;
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public string displayName
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{
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get { return m_BaseProperty.displayName; }
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}
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internal SerializedDataParameter(SerializedProperty property)
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{
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// Find the actual property type, optional attributes & reference
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var path = property.propertyPath.Split('.');
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object obj = property.serializedObject.targetObject;
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FieldInfo field = null;
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foreach (var p in path)
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{
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field = obj.GetType().GetField(p, BindingFlags.Instance | BindingFlags.Public | BindingFlags.NonPublic);
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obj = field.GetValue(obj);
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}
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Assert.IsNotNull(field);
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m_BaseProperty = property.Copy();
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overrideState = m_BaseProperty.FindPropertyRelative("m_OverrideState");
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value = m_BaseProperty.FindPropertyRelative("m_Value");
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attributes = field.GetCustomAttributes(false).Cast<Attribute>().ToArray();
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referenceType = obj.GetType();
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m_ReferenceValue = obj;
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}
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public T GetAttribute<T>()
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where T : Attribute
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{
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return (T)attributes.FirstOrDefault(x => x is T);
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}
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public T GetObjectRef<T>()
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{
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return (T)m_ReferenceValue;
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}
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}
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}
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