FateViewer/Assets/AmplifyShaderEditor/Plugins/Editor/Templates/TemplatePassSelectorHelper.cs

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C#
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2023-10-09 00:51:40 +08:00
using UnityEditor;
using UnityEngine;
using System;
using System.Collections.Generic;
namespace AmplifyShaderEditor
{
[Serializable]
public class PassVisibleOptionsItems
{
public bool Visible;
public string Name;
public int Idx = -1;
}
[Serializable]
public class TemplatePassSelectorHelper
{
private const string Label = " Available Passes";
[SerializeField]
private bool m_foldout;
[SerializeField]
private PassVisibleOptionsItems[] m_currentPasses;
[NonSerialized]
private Dictionary<string, PassVisibleOptionsItems> m_currentPassesDict;
[SerializeField]
private int m_mainPassId;
public void CopyFrom( TemplatePassSelectorHelper from )
{
for( int i = 0; i < from.AvailablePasses.Length; i++ )
{
SetPassVisible( from.AvailablePasses[ i ].Name, from.AvailablePasses[ i ].Visible );
}
}
public void Setup( TemplateSubShader subShader )
{
if( m_currentPasses == null )
{
m_currentPassesDict = new Dictionary<string, PassVisibleOptionsItems>();
m_currentPasses = new PassVisibleOptionsItems[ subShader.Passes.Count ];
for( int i = 0; i < m_currentPasses.Length; i++ )
{
if( subShader.Passes[ i ].IsMainPass )
m_mainPassId = i;
m_currentPasses[ i ] = new PassVisibleOptionsItems() { Name = subShader.Passes[ i ].PassNameContainer.Data, Visible = true, Idx = i };
m_currentPassesDict.Add( m_currentPasses[ i ].Name, m_currentPasses[ i ] );
}
}
}
public void Clear()
{
m_currentPasses = null;
if( m_currentPassesDict != null )
m_currentPassesDict.Clear();
m_currentPassesDict = null;
}
public void Destroy()
{
m_currentPasses = null;
if( m_currentPassesDict != null )
m_currentPassesDict.Clear();
m_currentPassesDict = null;
}
public void Draw( TemplateMultiPassMasterNode owner )
{
if( m_currentPasses.Length < 2 )
return;
NodeUtils.DrawNestedPropertyGroup( ref m_foldout, Label, () =>
{
for( int i = 0; i < m_currentPasses.Length; i++ )
{
EditorGUI.BeginChangeCheck();
m_currentPasses[ i ].Visible = owner.EditorGUILayoutToggleLeft( m_currentPasses[ i ].Name, m_currentPasses[ i ].Visible );
if( EditorGUI.EndChangeCheck() )
{
owner.ContainerGraph.GetMultiPassMasterNodes( owner.LODIndex)[ m_currentPasses[ i ].Idx ].IsInvisible = !m_currentPasses[ i ].Visible;
}
}
EditorGUILayout.Space();
} );
}
public void ReadFromString( ref uint index, ref string[] nodeParams )
{
int passAmount = Convert.ToInt32( nodeParams[ index++ ] );
for( int i = 0; i < passAmount; i++ )
{
bool value = Convert.ToBoolean( nodeParams[ index++ ] );
if( i < m_currentPasses.Length )
{
m_currentPasses[ i ].Visible = value;
}
}
}
public void WriteToString( ref string nodeInfo )
{
IOUtils.AddFieldValueToString( ref nodeInfo, m_currentPasses.Length );
for( int i = 0; i < m_currentPasses.Length; i++ )
{
IOUtils.AddFieldValueToString( ref nodeInfo, m_currentPasses[ i ].Visible );
}
}
public void SetPassVisible( string passName, bool visible )
{
bool refresh = false;
if( m_currentPassesDict == null )
{
m_currentPassesDict = new Dictionary<string, PassVisibleOptionsItems>();
refresh = true;
}
else if( m_currentPassesDict.Count != m_currentPasses.Length )
{
refresh = true;
}
if( refresh )
{
for( int i = 0; i < m_currentPasses.Length; i++ )
{
m_currentPassesDict.Add( m_currentPasses[ i ].Name, m_currentPasses[ i ] );
}
}
if( m_currentPassesDict.ContainsKey( passName ) )
{
m_currentPassesDict[ passName ].Visible = visible;
}
}
public int LastActivePass
{
get
{
if( m_currentPasses != null )
{
for( int i = m_currentPasses.Length - 1; i > -1; i-- )
{
if( m_currentPasses[ i ].Visible )
return i;
}
}
m_currentPasses[ m_mainPassId ].Visible = true;
return m_mainPassId;
}
}
public bool IsVisible( int passId ) { return m_currentPasses[ passId ].Visible; }
private PassVisibleOptionsItems[] AvailablePasses { get { return m_currentPasses; } }
}
}