您最多选择25个主题 主题必须以中文或者字母或数字开头,可以包含连字符 (-),并且长度不得超过35个字符
 
 
 
 

122 行
4.8 KiB

using UnityEngine;
using UnityEngine.Experimental.UIElements;
namespace UnityEditor.ShaderGraph.Drawing
{
public class GraphDropTarget : Manipulator
{
AbstractMaterialGraph m_Graph;
MaterialGraphView m_GraphView;
public GraphDropTarget(AbstractMaterialGraph graph)
{
m_Graph = graph;
}
protected override void RegisterCallbacksOnTarget()
{
m_GraphView = target as MaterialGraphView;
target.RegisterCallback<IMGUIEvent>(OnIMGUIEvent);
}
protected override void UnregisterCallbacksFromTarget()
{
target.UnregisterCallback<IMGUIEvent>(OnIMGUIEvent);
}
bool ValidateObject(Object obj)
{
return EditorUtility.IsPersistent(obj)
&& (obj is Texture2D || obj is Cubemap || obj is MaterialSubGraphAsset);
}
void CreateNode(Object obj, Vector2 nodePosition)
{
var texture2D = obj as Texture2D;
if (texture2D != null)
{
m_Graph.owner.RegisterCompleteObjectUndo("Drag Texture");
bool isNormalMap = false;
if (EditorUtility.IsPersistent(texture2D)
&& !string.IsNullOrEmpty(AssetDatabase.GetAssetPath(texture2D)))
{
var importer = AssetImporter.GetAtPath(AssetDatabase.GetAssetPath(texture2D)) as TextureImporter;
if (importer != null)
isNormalMap = importer.textureType == TextureImporterType.NormalMap;
}
var node = new Texture2DNode();
if (isNormalMap)
node.textureType = TextureType.Normal;
var drawState = node.drawState;
drawState.position = new Rect(nodePosition, drawState.position.size);
node.drawState = drawState;
m_Graph.AddNode(node);
var inputslot = node.FindSlot<Texture2DInputMaterialSlot>(Texture2DNode.TextureInputId);
if (inputslot != null)
inputslot.texture = texture2D;
}
var cubemap = obj as Cubemap;
if (cubemap != null)
{
m_Graph.owner.RegisterCompleteObjectUndo("Drag Cubemap");
var property = new CubemapShaderProperty { displayName = cubemap.name, value = { cubemap = cubemap } };
m_Graph.AddShaderProperty(property);
var node = new CubemapNode();
var drawState = node.drawState;
drawState.position = new Rect(nodePosition, drawState.position.size);
node.drawState = drawState;
m_Graph.AddNode(node);
var inputslot = node.FindSlot<CubemapInputMaterialSlot>(CubemapNode.CubemapInputId);
if (inputslot != null)
inputslot.cubemap = cubemap;
}
var subGraphAsset = obj as MaterialSubGraphAsset;
if (subGraphAsset != null)
{
m_Graph.owner.RegisterCompleteObjectUndo("Drag Sub-Graph");
var node = new SubGraphNode();
var drawState = node.drawState;
drawState.position = new Rect(nodePosition, drawState.position.size);
node.drawState = drawState;
node.subGraphAsset = subGraphAsset;
m_Graph.AddNode(node);
}
}
void OnIMGUIEvent(IMGUIEvent evt)
{
if (evt.imguiEvent.type == EventType.DragUpdated || evt.imguiEvent.type == EventType.DragPerform)
{
var currentTarget = evt.currentTarget as VisualElement;
if (currentTarget == null)
return;
var objects = DragAndDrop.objectReferences;
Object draggedObject = null;
foreach (var obj in objects)
{
if (ValidateObject(obj))
{
draggedObject = obj;
break;
}
}
if (draggedObject == null)
return;
// Debug.LogFormat("{0}: {1}", draggedObject.GetType().Name, draggedObject.name);
DragAndDrop.visualMode = DragAndDropVisualMode.Generic;
if (evt.imguiEvent.type == EventType.DragPerform)
{
var nodePosition = m_GraphView.contentViewContainer.transform.matrix.inverse.MultiplyPoint3x4(m_GraphView.panel.visualTree.ChangeCoordinatesTo(m_GraphView, Event.current.mousePosition));
CreateNode(draggedObject, nodePosition);
DragAndDrop.AcceptDrag();
}
}
}
}
}