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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<ISlot>().Count() + 1;
AddSlot(new MaterialSlot(-nextSlotId, "Input " + nextSlotId, "Input" + nextSlotId, SlotType.Output, SlotValueType.Vector4, Vector4.zero, true));
return -nextSlotId;
}
public override void RemoveSlot()
{
var lastSlotId = GetOutputSlots<ISlot>().Count();
if (lastSlotId == 0)
return;
RemoveSlot(-lastSlotId);
}
public override void UpdateNodeAfterDeserialization()
{
base.UpdateNodeAfterDeserialization();
foreach (var slot in GetOutputSlots<MaterialSlot>())
{
slot.showValue = true;
}
}
public override void GeneratePropertyUsages(ShaderGenerator visitor, GenerationMode generationMode)
{
if (generationMode == GenerationMode.ForReals)
return;
foreach (var slot in GetOutputSlots<MaterialSlot>())
{
var outDimension = ConvertConcreteSlotValueTypeToString(slot.concreteValueType);
visitor.AddShaderChunk("float" + outDimension + " " + GetVariableNameForSlot(slot.id) + ";", true);
}
}
public override void CollectPreviewMaterialProperties(List<PreviewProperty> properties)
{
base.CollectPreviewMaterialProperties(properties);
foreach (var s in GetOutputSlots<MaterialSlot>())
{
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
}
);
}
}
}
}