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Add names to property nodes in the editor

/main
Tim Cooper 8 年前
当前提交
435b3c0e
共有 5 个文件被更改,包括 46 次插入14 次删除
  1. 3
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Drawing/AbstractMaterialGraphInspector.cs
  2. 4
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Testing/UnitTests/PropertyNodeTests.cs
  3. 12
      MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/PropertyNode.cs
  4. 29
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Drawing/NodeInspectors/PropertyNodeInspector.cs
  5. 12
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Drawing/NodeInspectors/PropertyNodeInspector.cs.meta

3
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Drawing/AbstractMaterialGraphInspector.cs


{
get
{
yield return new TypeMapping(typeof(AbstractSurfaceMasterNode), typeof(SurfaceMasterNodeInspector));
yield return new TypeMapping(typeof(AbstractSurfaceMasterNode), typeof(SurfaceMasterNodeInspector));
yield return new TypeMapping(typeof(PropertyNode), typeof(PropertyNodeInspector));
yield return new TypeMapping(typeof(SubGraphInputNode), typeof(SubgraphInputNodeInspector));
yield return new TypeMapping(typeof(SubGraphOutputNode), typeof(SubgraphOutputNodeInspector));
}

4
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Testing/UnitTests/PropertyNodeTests.cs


m_Graph.AddNode(m_PropertyNode);
}
[Test]
/* [Test]
public void TestExposedPropertyReturnsRawName()
{
m_PropertyNode.exposedState = PropertyNode.ExposedState.Exposed;

m_Vector2Node.ValidateNode();
Assert.IsFalse(m_Vector1Node.hasError);
Assert.IsFalse(m_Vector2Node.hasError);
}
}*/
[Test]
public void TestPropertyExposedOnSubgraphReturnsFalse()

12
MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/PropertyNode.cs


}
[SerializeField]
private string m_PropertyName = string.Empty;
[SerializeField]
private string m_Description = string.Empty;
[SerializeField]

{
get
{
if (string.IsNullOrEmpty(m_Description))
return m_PropertyName;
return m_Description;
return string.IsNullOrEmpty(m_Description) ? name : m_Description;
}
set { m_Description = value; }
}

get
{
if (exposedState == ExposedState.NotExposed || string.IsNullOrEmpty(m_PropertyName))
return m_PropertyName + "_Uniform";
set { m_PropertyName = value; }
}
public abstract PropertyType propertyType { get; }

29
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Drawing/NodeInspectors/PropertyNodeInspector.cs


using UnityEditor.Graphing.Drawing;
using UnityEngine;
using UnityEngine.Graphing;
using UnityEngine.MaterialGraph;
namespace UnityEditor.MaterialGraph.Drawing
{
public class PropertyNodeInspector : BasicNodeInspector
{
public override void OnInspectorGUI()
{
base.OnInspectorGUI();
var propertyNode = node as PropertyNode;
if (propertyNode == null)
return;
GUILayout.Label("Settings", EditorStyles.boldLabel);
EditorGUI.BeginChangeCheck();
//propertyNode.name = EditorGUILayout.TextField ("Name", propertyNode.name);
propertyNode.description = EditorGUILayout.TextField ("Description", propertyNode.description);
if (EditorGUI.EndChangeCheck())
node.onModified(node, ModificationScope.Node);
}
}
}

12
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Drawing/NodeInspectors/PropertyNodeInspector.cs.meta


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