UnityGame/Library/PackageCache/com.unity.shadergraph/Editor/Data/Graphs/SerializableTexture.cs

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C#
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2024-10-27 10:53:47 +03:00
using System;
using UnityEngine;
namespace UnityEditor.ShaderGraph.Internal
{
[Serializable]
public sealed class SerializableTexture : ISerializationCallbackReceiver
{
[SerializeField]
string m_SerializedTexture;
[SerializeField]
string m_Guid;
[NonSerialized]
Texture m_Texture;
[Serializable]
class TextureHelper
{
#pragma warning disable 649
public Texture texture;
#pragma warning restore 649
}
// used to get a Texture ref guid without loading the texture asset itself into memory
[Serializable]
class MinimalTextureHelper
{
// these variables are only ever populated by serialization, disable the C# warning that checks if they are ever assigned
#pragma warning disable 0649
[Serializable]
public struct MinimalTextureRef
{
public string guid;
}
public MinimalTextureRef texture;
#pragma warning restore 0649
}
internal string guid
{
get
{
if (!string.IsNullOrEmpty(m_SerializedTexture))
{
var textureHelper = new MinimalTextureHelper();
EditorJsonUtility.FromJsonOverwrite(m_SerializedTexture, textureHelper);
if (!string.IsNullOrEmpty(textureHelper.texture.guid))
return textureHelper.texture.guid;
}
if (!string.IsNullOrEmpty(m_Guid))
{
return m_Guid;
}
if (m_Texture != null)
{
if (AssetDatabase.TryGetGUIDAndLocalFileIdentifier(m_Texture, out string guid, out long localId))
return guid;
}
return null;
}
}
public Texture texture
{
get
{
if (!string.IsNullOrEmpty(m_SerializedTexture))
{
var textureHelper = new TextureHelper();
EditorJsonUtility.FromJsonOverwrite(m_SerializedTexture, textureHelper);
m_SerializedTexture = null;
m_Guid = null;
m_Texture = textureHelper.texture;
}
else if (!string.IsNullOrEmpty(m_Guid) && m_Texture == null)
{
m_Texture = AssetDatabase.LoadAssetAtPath<Texture>(AssetDatabase.GUIDToAssetPath(m_Guid));
m_Guid = null;
}
return m_Texture;
}
set
{
m_Texture = value;
m_Guid = null;
m_SerializedTexture = null;
}
}
public void OnBeforeSerialize()
{
var textureHelper = texture ? new TextureHelper { texture = texture } : null;
m_SerializedTexture = EditorJsonUtility.ToJson(textureHelper, false);
}
public void OnAfterDeserialize()
{
}
}
}