UnityGame/Library/PackageCache/com.unity.shadergraph/Editor/Generation/Collections/StructCollection.cs

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2024-10-27 10:53:47 +03:00
using System.Collections;
using System.Collections.Generic;
namespace UnityEditor.ShaderGraph
{
[GenerationAPI]
internal class StructCollection : IEnumerable<StructCollection.Item>
{
public class Item : IConditional
{
public StructDescriptor descriptor { get; }
public FieldCondition[] fieldConditions { get; }
public Item(StructDescriptor descriptor, FieldCondition[] fieldConditions)
{
this.descriptor = descriptor;
this.fieldConditions = fieldConditions;
}
}
readonly List<StructCollection.Item> m_Items;
public StructCollection()
{
m_Items = new List<StructCollection.Item>();
}
public StructCollection Add(StructCollection structs)
{
foreach (StructCollection.Item item in structs)
{
m_Items.Add(item);
}
return this;
}
public StructCollection Add(StructDescriptor descriptor)
{
m_Items.Add(new StructCollection.Item(descriptor, null));
return this;
}
public StructCollection Add(StructDescriptor descriptor, FieldCondition fieldCondition)
{
m_Items.Add(new StructCollection.Item(descriptor, new FieldCondition[] { fieldCondition }));
return this;
}
public StructCollection Add(StructDescriptor descriptor, FieldCondition[] fieldConditions)
{
m_Items.Add(new StructCollection.Item(descriptor, fieldConditions));
return this;
}
public IEnumerator<StructCollection.Item> GetEnumerator()
{
return m_Items.GetEnumerator();
}
IEnumerator IEnumerable.GetEnumerator()
{
return GetEnumerator();
}
}
}