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55 行
1.6 KiB
55 行
1.6 KiB
using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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namespace UnityEngine.MaterialGraph
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{
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public class PropertyGenerator
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{
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public struct TextureInfo
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{
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public string name;
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public int textureId;
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public TexturePropertyChunk.ModifiableState modifiable;
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}
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private readonly List<PropertyChunk> m_Properties = new List<PropertyChunk>();
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public void AddShaderProperty(PropertyChunk chunk)
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{
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m_Properties.Add(chunk);
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}
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public string GetShaderString(int baseIndentLevel)
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{
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var sb = new StringBuilder();
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foreach (var prop in m_Properties)
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{
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for (var i = 0; i < baseIndentLevel; i++)
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sb.Append("\t");
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sb.AppendLine(prop.GetPropertyString());
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}
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return sb.ToString();
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}
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public List<TextureInfo> GetConfiguredTexutres()
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{
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var result = new List<TextureInfo>();
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foreach (var prop in m_Properties.OfType<TexturePropertyChunk>())
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{
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if (prop.propertyName != null)
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{
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var textureInfo = new TextureInfo
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{
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name = prop.propertyName,
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textureId = prop.defaultTexture != null ? prop.defaultTexture.GetInstanceID() : 0,
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modifiable = prop.modifiableState
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};
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result.Add(textureInfo);
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}
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}
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return result;
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}
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}
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}
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