UnityGame/Library/PackageCache/com.unity.render-pipelines.core/Runtime/Common/ReloadAttribute.cs

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2024-10-27 10:53:47 +03:00
using System;
namespace UnityEngine.Rendering
{
/// <summary>
/// Attribute specifying information to reload with <see cref="ResourceReloader"/>. This is only
/// used in the editor and doesn't have any effect at runtime.
/// </summary>
/// <seealso cref="ResourceReloader"/>
/// <seealso cref="ReloadGroupAttribute"/>
[AttributeUsage(AttributeTargets.Field)]
public sealed class ReloadAttribute : Attribute
{
/// <summary>
/// Lookup method for a resource.
/// </summary>
public enum Package
{
/// <summary>
/// Used for builtin resources when the resource isn't part of the package (i.e. builtin
/// shaders).
/// </summary>
Builtin,
/// <summary>
/// Used for resources inside the package.
/// </summary>
Root,
/// <summary>
/// Used for builtin extra resources when the resource isn't part of the package (i.e. builtin
/// extra Sprite).
/// </summary>
BuiltinExtra,
};
#if UNITY_EDITOR
/// <summary>
/// The lookup method.
/// </summary>
public readonly Package package;
/// <summary>
/// Search paths.
/// </summary>
public readonly string[] paths;
#endif
/// <summary>
/// Creates a new <see cref="ReloadAttribute"/> for an array by specifying each resource
/// path individually.
/// </summary>
/// <param name="paths">Search paths</param>
/// <param name="package">The lookup method</param>
public ReloadAttribute(string[] paths, Package package = Package.Root)
{
#if UNITY_EDITOR
this.paths = paths;
this.package = package;
#endif
}
/// <summary>
/// Creates a new <see cref="ReloadAttribute"/> for a single resource.
/// </summary>
/// <param name="path">Search path</param>
/// <param name="package">The lookup method</param>
public ReloadAttribute(string path, Package package = Package.Root)
: this(new[] { path }, package)
{ }
/// <summary>
/// Creates a new <see cref="ReloadAttribute"/> for an array using automatic path name
/// numbering.
/// </summary>
/// <param name="pathFormat">The format used for the path</param>
/// <param name="rangeMin">The array start index (inclusive)</param>
/// <param name="rangeMax">The array end index (exclusive)</param>
/// <param name="package">The lookup method</param>
public ReloadAttribute(string pathFormat, int rangeMin, int rangeMax,
Package package = Package.Root)
{
#if UNITY_EDITOR
this.package = package;
paths = new string[rangeMax - rangeMin];
for (int index = rangeMin, i = 0; index < rangeMax; ++index, ++i)
paths[i] = string.Format(pathFormat, index);
#endif
}
}
}