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67 行
2.1 KiB

using System.Text;
namespace UnityEngine.MaterialGraph
{
public class FloatPropertyChunk : PropertyChunk
{
public enum FloatType
{
Float,
Toggle,
Range,
PowerSlider
}
private readonly float m_DefaultValue;
private readonly FloatType m_FloatType;
private readonly Vector3 m_rangeValues;
public FloatPropertyChunk(string propertyName, string propertyDescription, float defaultValue, HideState hideState)
: base(propertyName, propertyDescription, hideState)
{
m_DefaultValue = defaultValue;
}
public FloatPropertyChunk(string propertyName, string propertyDescription, float defaultValue, FloatType floatType, HideState hideState)
: base(propertyName, propertyDescription, hideState)
{
m_FloatType = floatType;
m_DefaultValue = defaultValue;
}
public FloatPropertyChunk(string propertyName, string propertyDescription, float defaultValue, FloatType floatType, Vector3 rangeValues, HideState hideState)
: base(propertyName, propertyDescription, hideState)
{
m_FloatType = floatType;
m_rangeValues = rangeValues;
m_DefaultValue = defaultValue;
}
public float defaultValue
{
get { return m_DefaultValue; }
}
public override string GetPropertyString()
{
var result = new StringBuilder();
if (m_FloatType == FloatType.Toggle)
result.Append ("[Toggle]");
else if(m_FloatType == FloatType.PowerSlider)
result.Append ("[PowerSlider(" + m_rangeValues.z + ")]");
result.Append(propertyName);
result.Append("(\"");
result.Append(propertyDescription);
if (m_FloatType == FloatType.Float || m_FloatType == FloatType.Toggle) {
result.Append ("\", Float) = ");
}else if(m_FloatType == FloatType.Range || m_FloatType == FloatType.PowerSlider){
result.Append ("\", Range(");
result.Append (m_rangeValues.x + ", " + m_rangeValues.y);
result.Append (")) = ");
}
result.Append(defaultValue);
return result.ToString();
}
}
}