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83 行
2.4 KiB

using UnityEngine.Graphing;
namespace UnityEngine.MaterialGraph
{
[Title("Input/Toggle")]
public class ToggleNode : PropertyNode, IGeneratesBodyCode
{
[SerializeField]
private float m_Float;
private bool m_ToggleState;
private const int kOutputSlotId = 0;
private const string kOutputSlotName = "Ouput";
public ToggleNode()
{
name = "Toggle";
UpdateNodeAfterDeserialization();
}
/* public override bool hasPreview
{
get { return true; }
}*/
public sealed override void UpdateNodeAfterDeserialization()
{
AddSlot(new MaterialSlot(kOutputSlotId, kOutputSlotName, kOutputSlotName, SlotType.Output, SlotValueType.Vector1, Vector2.zero));
RemoveSlotsNameNotMatching(new[] { kOutputSlotId });
}
public override PropertyType propertyType
{
get { return PropertyType.Float; }
}
public bool value
{
get { return m_ToggleState; }
set
{
if (m_ToggleState == value)
return;
m_ToggleState = value;
if (onModified != null)
{
onModified(this, ModificationScope.Node);
}
}
}
public override void GeneratePropertyBlock(PropertyGenerator visitor, GenerationMode generationMode)
{
if (exposedState == ExposedState.Exposed)
visitor.AddShaderProperty(new FloatPropertyChunk(propertyName, description, 0f, PropertyChunk.HideState.Visible));
}
public override void GeneratePropertyUsages(ShaderGenerator visitor, GenerationMode generationMode)
{
if (exposedState == ExposedState.Exposed || generationMode.IsPreview())
visitor.AddShaderChunk(precision + " " + propertyName + ";", true);
}
public void GenerateNodeCode(ShaderGenerator visitor, GenerationMode generationMode)
{
if (exposedState == ExposedState.Exposed || generationMode.IsPreview())
return;
visitor.AddShaderChunk(value.ToString (), true);
}
public override PreviewProperty GetPreviewProperty()
{
return new PreviewProperty
{
m_Name = propertyName,
m_PropType = PropertyType.Float,
m_Float = value ? 1f : 0f
};
}
}
}