34 lines
1.5 KiB
C#
34 lines
1.5 KiB
C#
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using System;
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using System.Linq;
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using System.Reflection;
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using UnityEditor.ShaderGraph.Internal;
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using UnityEngine;
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using Object = UnityEngine.Object;
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using UnityEngine.UIElements;
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namespace UnityEditor.ShaderGraph.Drawing.Controls
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{
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[AttributeUsage(AttributeTargets.Property)]
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class DefaultControlAttribute : Attribute, IControlAttribute
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{
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public VisualElement InstantiateControl(AbstractMaterialNode node, PropertyInfo propertyInfo)
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{
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if (propertyInfo.PropertyType == typeof(Color))
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return new ColorControlView(null, ColorMode.Default, node, propertyInfo);
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if (typeof(Enum).IsAssignableFrom(propertyInfo.PropertyType))
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return new EnumControlView(null, node, propertyInfo);
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if (propertyInfo.PropertyType == typeof(Texture2D))
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return new TextureControlView(null, node, propertyInfo);
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if (propertyInfo.PropertyType == typeof(Texture2DArray))
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return new TextureArrayControlView(null, node, propertyInfo);
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if (propertyInfo.PropertyType == typeof(Texture3D))
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return new Texture3DControlView(null, node, propertyInfo);
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if (MultiFloatControlView.validTypes.Contains(propertyInfo.PropertyType))
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return new MultiFloatControlView(null, "X", "Y", "Z", "W", node, propertyInfo);
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if (typeof(Object).IsAssignableFrom(propertyInfo.PropertyType))
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return new ObjectControlView(null, node, propertyInfo);
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return null;
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}
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}
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}
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