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99 行
3.0 KiB

using System;
using System.Collections.Generic;
using System.Linq;
using System.Reflection;
using UnityEditor.ShaderGraph.Drawing.Controls;
using UnityEngine;
using UnityEngine.Experimental.UIElements;
using UnityEditor.Graphing;
namespace UnityEditor.ShaderGraph
{
public class SubGraphOutputControlAttribute : Attribute, IControlAttribute
{
public VisualElement InstantiateControl(AbstractMaterialNode node, PropertyInfo propertyInfo)
{
if (!(node is SubGraphOutputNode))
throw new ArgumentException("Node must inherit from AbstractSubGraphIONode.", "node");
return new SubGraphOutputControlView((SubGraphOutputNode)node);
}
}
public class SubGraphOutputControlView : VisualElement
{
SubGraphOutputNode m_Node;
public SubGraphOutputControlView(SubGraphOutputNode node)
{
m_Node = node;
Add(new Button(OnAdd) { text = "Add Slot" });
Add(new Button(OnRemove) { text = "Remove Slot" });
}
void OnAdd()
{
m_Node.AddSlot();
}
void OnRemove()
{
// tell the user that they might cchange things up.
if (EditorUtility.DisplayDialog("Sub Graph Will Change", "If you remove a slot and save the sub graph, you might change other graphs that are using this sub graph.\n\nDo you want to continue?", "Yes", "No"))
{
m_Node.owner.owner.RegisterCompleteObjectUndo("Removing Slot");
m_Node.RemoveSlot();
}
}
}
public class SubGraphOutputNode : AbstractMaterialNode
{
[SubGraphOutputControl]
int controlDummy { get; set; }
public SubGraphOutputNode()
{
name = "SubGraphOutputs";
}
public override bool hasPreview
{
get { return true; }
}
public override PreviewMode previewMode
{
get { return PreviewMode.Preview3D; }
}
public virtual int AddSlot()
{
var index = this.GetInputSlots<ISlot>().Count() + 1;
AddSlot(new Vector4MaterialSlot(index, "Output " + index, "Output" + index, SlotType.Input, Vector4.zero));
return index;
}
public virtual void RemoveSlot()
{
var index = this.GetInputSlots<ISlot>().Count();
if (index == 0)
return;
RemoveSlot(index);
}
public void RemapOutputs(ShaderGenerator visitor, GenerationMode generationMode)
{
foreach (var slot in graphOutputs)
visitor.AddShaderChunk(string.Format("{0} = {1};", slot.shaderOutputName, GetSlotValue(slot.id, generationMode)), true);
}
public IEnumerable<MaterialSlot> graphOutputs
{
get
{
return NodeExtensions.GetInputSlots<MaterialSlot>(this).OrderBy(x => x.id);
}
}
}
}