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57 行
1.8 KiB

using System;
using System.Linq;
using System.Reflection;
using UnityEngine.Assertions;
namespace UnityEditor.Experimental.Rendering
{
public sealed class SerializedDataParameter
{
public SerializedProperty overrideState { get; private set; }
public SerializedProperty value { get; private set; }
public Attribute[] attributes { get; private set; }
public Type referenceType { get; private set; }
SerializedProperty m_BaseProperty;
object m_ReferenceValue;
public string displayName
{
get { return m_BaseProperty.displayName; }
}
internal SerializedDataParameter(SerializedProperty property)
{
// Find the actual property type, optional attributes & reference
var path = property.propertyPath.Split('.');
object obj = property.serializedObject.targetObject;
FieldInfo field = null;
foreach (var p in path)
{
field = obj.GetType().GetField(p, BindingFlags.Instance | BindingFlags.Public | BindingFlags.NonPublic);
obj = field.GetValue(obj);
}
Assert.IsNotNull(field);
m_BaseProperty = property.Copy();
overrideState = m_BaseProperty.FindPropertyRelative("m_OverrideState");
value = m_BaseProperty.FindPropertyRelative("m_Value");
attributes = field.GetCustomAttributes(false).Cast<Attribute>().ToArray();
referenceType = obj.GetType();
m_ReferenceValue = obj;
}
public T GetAttribute<T>()
where T : Attribute
{
return (T)attributes.FirstOrDefault(x => x is T);
}
public T GetObjectRef<T>()
{
return (T)m_ReferenceValue;
}
}
}