UnityGame/Library/PackageCache/com.unity.shadergraph/Editor/Drawing/Controls/EnumControl.cs

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C#
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2024-10-27 10:53:47 +03:00
using System;
using System.Reflection;
using UnityEngine;
using UnityEditor.UIElements;
using UnityEngine.UIElements;
namespace UnityEditor.ShaderGraph.Drawing.Controls
{
[AttributeUsage(AttributeTargets.Property)]
class EnumControlAttribute : Attribute, IControlAttribute
{
string m_Label;
public EnumControlAttribute(string label = null)
{
m_Label = label;
}
public VisualElement InstantiateControl(AbstractMaterialNode node, PropertyInfo propertyInfo)
{
return new EnumControlView(m_Label, node, propertyInfo);
}
}
class EnumControlView : VisualElement
{
AbstractMaterialNode m_Node;
PropertyInfo m_PropertyInfo;
public EnumControlView(string label, AbstractMaterialNode node, PropertyInfo propertyInfo)
{
styleSheets.Add(Resources.Load<StyleSheet>("Styles/Controls/EnumControlView"));
m_Node = node;
m_PropertyInfo = propertyInfo;
if (!propertyInfo.PropertyType.IsEnum)
throw new ArgumentException("Property must be an enum.", "propertyInfo");
Add(new Label(label ?? ObjectNames.NicifyVariableName(propertyInfo.Name)));
var enumField = new EnumField((Enum)m_PropertyInfo.GetValue(m_Node, null));
enumField.RegisterValueChangedCallback(OnValueChanged);
Add(enumField);
}
void OnValueChanged(ChangeEvent<Enum> evt)
{
var value = (Enum)m_PropertyInfo.GetValue(m_Node, null);
if (!evt.newValue.Equals(value))
{
m_Node.owner.owner.RegisterCompleteObjectUndo("Change " + m_Node.name);
m_PropertyInfo.SetValue(m_Node, evt.newValue, null);
}
}
}
}