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