using System.Text; namespace UnityEngine.MaterialGraph { public class FloatPropertyChunk : PropertyChunk { private readonly float m_DefaultValue; public FloatPropertyChunk(string propertyName, string propertyDescription, float defaultValue, HideState hideState) : base(propertyName, propertyDescription, hideState) { m_DefaultValue = defaultValue; } public float defaultValue { get { return m_DefaultValue; } } public override string GetPropertyString() { var result = new StringBuilder(); result.Append(propertyName); result.Append("(\""); result.Append(propertyDescription); result.Append("\", Float) = "); result.Append(defaultValue); return result.ToString(); } } }