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129 行
3.5 KiB

using System.Collections.Generic;
using UnityEngine.Graphing;
namespace UnityEngine.MaterialGraph
{
public abstract class PropertyNode : AbstractMaterialNode
{
public enum ExposedState
{
Exposed,
NotExposed
}
[SerializeField]
private string m_PropertyName = string.Empty;
[SerializeField]
private string m_Description = string.Empty;
[SerializeField]
private ExposedState m_Exposed = ExposedState.NotExposed;
public ExposedState exposedState
{
get
{
if (owner is SubGraph)
return ExposedState.NotExposed;
return m_Exposed;
}
set
{
if (m_Exposed == value)
return;
m_Exposed = value;
if (onModified != null)
{
onModified(this, ModificationScope.Graph);
}
}
}
public string description
{
get
{
if (string.IsNullOrEmpty(m_Description))
return m_PropertyName;
return m_Description;
}
set { m_Description = value; }
}
public string propertyName
{
get
{
if (exposedState == ExposedState.NotExposed || string.IsNullOrEmpty(m_PropertyName))
return string.Format("{0}_{1}_Uniform", name, guid.ToString().Replace("-", "_"));
return m_PropertyName + "_Uniform";
}
set { m_PropertyName = value; }
}
public abstract PropertyType propertyType { get; }
public abstract PreviewProperty GetPreviewProperty();
public override string GetVariableNameForSlot(int slotId)
{
return propertyName;
}
public override void CollectPreviewMaterialProperties(List<PreviewProperty> properties)
{
base.CollectPreviewMaterialProperties(properties);
properties.Add(GetPreviewProperty());
}
protected override bool CalculateNodeHasError()
{
if (exposedState == ExposedState.NotExposed)
return false;
var propNodes = owner.GetNodes<PropertyNode>();
foreach (var n in propNodes)
{
if (n == this || n.exposedState == ExposedState.NotExposed)
continue;
if (n.propertyName == propertyName)
{
return true;
}
}
return false;
}
/*
public override float GetNodeUIHeight(float width)
{
return 2 * EditorGUIUtility.singleLineHeight;
}
public override bool OnGUI()
{
EditorGUI.BeginChangeCheck();
m_Exposed = EditorGUILayout.Toggle("Exposed Property", m_Exposed);
if (m_Exposed)
m_PropertyName = EditorGUILayout.DelayedTextField("Property Name", m_PropertyName);
var modified = EditorGUI.EndChangeCheck();
if (modified)
{
owner.ValidateGraph();
}
if (m_Exposed)
m_Description = EditorGUILayout.TextField("Description", m_Description);
modified |= base.OnGUI();
return modified;
}*/
}
}