using System.Collections.Generic; using System.Linq; using UnityEngine.Graphing; namespace UnityEngine.MaterialGraph { public class SubGraphInputNode : AbstractSubGraphIONode { public SubGraphInputNode() { name = "SubGraphInputs"; } public override int AddSlot() { var nextSlotId = GetOutputSlots().Count() + 1; AddSlot(new MaterialSlot(-nextSlotId, "Input " + nextSlotId, "Input" + nextSlotId, SlotType.Output, SlotValueType.Vector4, Vector4.zero)); return -nextSlotId; } public override void RemoveSlot() { var lastSlotId = GetOutputSlots().Count(); if (lastSlotId == 0) return; RemoveSlot(-lastSlotId); } public override void GeneratePropertyUsages(ShaderGenerator visitor, GenerationMode generationMode) { if (generationMode == GenerationMode.ForReals) return; foreach (var slot in GetOutputSlots()) { var outDimension = ConvertConcreteSlotValueTypeToString(slot.concreteValueType); visitor.AddShaderChunk("float" + outDimension + " " + GetVariableNameForSlot(slot.id) + ";", true); } } public override void CollectPreviewMaterialProperties(List properties) { base.CollectPreviewMaterialProperties(properties); foreach (var s in GetOutputSlots()) { properties.Add ( new PreviewProperty { m_Name = GetVariableNameForSlot(s.id), m_PropType = ConvertConcreteSlotValueTypeToPropertyType(s.concreteValueType), m_Vector4 = s.currentValue, m_Float = s.currentValue.x, m_Color = s.currentValue } ); } } } }