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123 行
3.4 KiB

using System;
using System.Text;
using UnityEditor.Graphing;
using UnityEngine;
namespace UnityEditor.ShaderGraph
{
public enum FloatType
{
Default,
Slider,
Integer
}
[Serializable]
[FormerName("UnityEditor.ShaderGraph.FloatShaderProperty")]
public class Vector1ShaderProperty : AbstractShaderProperty<float>
{
public Vector1ShaderProperty()
{
displayName = "Vector1";
}
public override PropertyType propertyType
{
get { return PropertyType.Vector1; }
}
public override Vector4 defaultValue
{
get { return new Vector4(value, value, value, value); }
}
[SerializeField]
private FloatType m_FloatType = FloatType.Default;
public FloatType floatType
{
get { return m_FloatType; }
set
{
if (m_FloatType == value)
return;
m_FloatType = value;
}
}
[SerializeField]
private Vector2 m_RangeValues = new Vector2(0, 1);
public Vector2 rangeValues
{
get { return m_RangeValues; }
set
{
if (m_RangeValues == value)
return;
m_RangeValues = value;
}
}
public override string GetPropertyBlockString()
{
var result = new StringBuilder();
result.Append(referenceName);
result.Append("(\"");
result.Append(displayName);
switch (floatType)
{
case FloatType.Slider:
result.Append("\", Range(");
result.Append(m_RangeValues.x + ", " + m_RangeValues.y);
result.Append(")) = ");
break;
case FloatType.Integer:
result.Append("\", Int) = ");
break;
default:
result.Append("\", Float) = ");
break;
}
result.Append(value);
return result.ToString();
}
public override string GetPropertyDeclarationString(string delimiter = ";")
{
return string.Format("float {0}{1}", referenceName, delimiter);
}
public override PreviewProperty GetPreviewMaterialProperty()
{
return new PreviewProperty(PropertyType.Vector1)
{
name = referenceName,
floatValue = value
};
}
public override INode ToConcreteNode()
{
switch (m_FloatType)
{
case FloatType.Slider:
return new SliderNode { value = new Vector3(value, m_RangeValues.x, m_RangeValues.y) };
case FloatType.Integer:
return new IntegerNode { value = (int)value };
default:
var node = new Vector1Node();
node.FindInputSlot<Vector1MaterialSlot>(Vector1Node.InputSlotXId).value = value;
return node;
}
}
public override IShaderProperty Copy()
{
var copied = new Vector1ShaderProperty();
copied.displayName = displayName;
copied.value = value;
return copied;
}
}
}