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using System;
using UnityEditor.Experimental.UIElements.GraphView;
using UnityEngine;
using UnityEngine.Experimental.UIElements;
namespace UnityEditor.ShaderGraph.Drawing
{
sealed class ShaderPort : Port
{
ShaderPort(Orientation portOrientation, Direction portDirection, Capacity portCapacity, Type type)
: base(portOrientation, portDirection, portCapacity, type)
{
AddStyleSheetPath("Styles/ShaderPort");
}
MaterialSlot m_Slot;
public static Port Create(MaterialSlot slot, IEdgeConnectorListener connectorListener)
{
var port = new ShaderPort(Orientation.Horizontal, slot.isInputSlot ? Direction.Input : Direction.Output,
slot.isInputSlot ? Capacity.Single : Capacity.Multi, null)
{
m_EdgeConnector = new EdgeConnector<Edge>(connectorListener),
};
port.AddManipulator(port.m_EdgeConnector);
port.slot = slot;
port.portName = slot.displayName;
port.visualClass = slot.concreteValueType.ToClassName();
return port;
}
public MaterialSlot slot
{
get { return m_Slot; }
set
{
if (ReferenceEquals(value, m_Slot))
return;
if (value == null)
throw new NullReferenceException();
if (m_Slot != null && value.isInputSlot != m_Slot.isInputSlot)
throw new ArgumentException("Cannot change direction of already created port");
m_Slot = value;
portName = slot.displayName;
visualClass = slot.concreteValueType.ToClassName();
}
}
}
static class ShaderPortExtensions
{
public static MaterialSlot GetSlot(this Port port)
{
var shaderPort = port as ShaderPort;
return shaderPort != null ? shaderPort.slot : null;
}
}
}