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