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using System;
using UnityEditor.Graphing;
using UnityEditor.ShaderGraph.Drawing.Slots;
using UnityEngine;
using UnityEngine.Experimental.UIElements;
namespace UnityEditor.ShaderGraph
{
[Serializable]
public class Vector1MaterialSlot : MaterialSlot, IMaterialSlotHasVaule<float>
{
[SerializeField]
private float m_Value;
[SerializeField]
private float m_DefaultValue;
public Vector1MaterialSlot()
{}
public Vector1MaterialSlot(
int slotId,
string displayName,
string shaderOutputName,
SlotType slotType,
float value,
ShaderStage shaderStage = ShaderStage.Dynamic,
bool hidden = false)
:base(slotId, displayName, shaderOutputName, slotType, shaderStage, hidden)
{
m_DefaultValue = value;
m_Value = value;
}
public float defaultValue { get { return m_DefaultValue; } }
public float value
{
get { return m_Value; }
set { m_Value = value; }
}
public override VisualElement InstantiateControl()
{
return new MultiFloatSlotControlView(owner, 1, () => new Vector4(value, 0f, 0f, 0f), (newValue) => value = newValue.x);
}
protected override string ConcreteSlotValueAsVariable(AbstractMaterialNode.OutputPrecision precision)
{
return value.ToString();
}
public override void AddDefaultProperty(PropertyCollector properties, GenerationMode generationMode)
{
if (!generationMode.IsPreview())
return;
var matOwner = owner as AbstractMaterialNode;
if (matOwner == null)
throw new Exception(string.Format("Slot {0} either has no owner, or the owner is not a {1}", this, typeof(AbstractMaterialNode)));
var property = new FloatShaderProperty()
{
overrideReferenceName = matOwner.GetVariableNameForSlot(id),
generatePropertyBlock = false,
value = value
};
properties.AddShaderProperty(property);
}
public override SlotValueType valueType { get { return SlotValueType.Vector1; } }
public override ConcreteSlotValueType concreteValueType { get { return ConcreteSlotValueType.Vector1; } }
public override PreviewProperty GetPreviewProperty(string name)
{
var pp = new PreviewProperty
{
m_Name = name,
m_PropType = ConvertConcreteSlotValueTypeToPropertyType(concreteValueType),
m_Vector4 = new Vector4(value, value, value, value),
m_Float = value,
m_Color = new Vector4(value, value, value, value),
};
return pp;
}
public override void CopyValuesFrom(MaterialSlot foundSlot)
{
var slot = foundSlot as Vector1MaterialSlot;
if (slot != null)
value = slot.value;
}
}
}