using System; using System.Linq; using System.Reflection; using UnityEngine.Experimental.UIElements; using UnityEditor.ShaderGraph; namespace UnityEditor.ShaderGraph.Drawing.Controls { [AttributeUsage(AttributeTargets.Property)] public class PropertyControlAttribute : Attribute, IControlAttribute { public VisualElement InstantiateControl(AbstractMaterialNode node, PropertyInfo propertyInfo) { return new PropertyControlView(node); } } public class PropertyControlView : VisualElement { PropertyNode m_Node; public PropertyControlView(AbstractMaterialNode node) { m_Node = (PropertyNode) node; Add(new IMGUIContainer(OnGUIHandler)); } void OnGUIHandler() { var graph = m_Node.owner as AbstractMaterialGraph; var currentGUID = m_Node.propertyGuid; var properties = graph.properties.ToList(); var propertiesGUID = properties.Select(x => x.guid).ToList(); var currentSelectedIndex = propertiesGUID.IndexOf(currentGUID); using (var changeCheckScope = new EditorGUI.ChangeCheckScope()) { var value = EditorGUILayout.Popup(currentSelectedIndex, properties.Select(x => x.displayName).ToArray()); if (changeCheckScope.changed) { m_Node.owner.owner.RegisterCompleteObjectUndo("Change " + m_Node.name); m_Node.propertyGuid = propertiesGUID[value]; } } } } }