UnityGame/Library/PackageCache/com.unity.shadergraph/Editor/Drawing/Controls/ObjectControl.cs
2024-10-27 10:53:47 +03:00

59 lines
1.9 KiB
C#

using System;
using System.Reflection;
using UnityEngine;
using Object = UnityEngine.Object;
using UnityEditor.UIElements;
using UnityEngine.UIElements;
namespace UnityEditor.ShaderGraph.Drawing.Controls
{
[AttributeUsage(AttributeTargets.Property)]
class ObjectControlAttribute : Attribute, IControlAttribute
{
string m_Label;
public ObjectControlAttribute(string label = null)
{
m_Label = label;
}
public VisualElement InstantiateControl(AbstractMaterialNode node, PropertyInfo propertyInfo)
{
return new ObjectControlView(m_Label, node, propertyInfo);
}
}
class ObjectControlView : VisualElement
{
AbstractMaterialNode m_Node;
PropertyInfo m_PropertyInfo;
public ObjectControlView(string label, AbstractMaterialNode node, PropertyInfo propertyInfo)
{
if (!typeof(Object).IsAssignableFrom(propertyInfo.PropertyType))
throw new ArgumentException("Property must be assignable to UnityEngine.Object.");
m_Node = node;
m_PropertyInfo = propertyInfo;
label = label ?? propertyInfo.Name;
if (!string.IsNullOrEmpty(label))
Add(new Label { text = label });
var value = (Object)m_PropertyInfo.GetValue(m_Node, null);
var objectField = new ObjectField { objectType = propertyInfo.PropertyType, value = value };
objectField.RegisterValueChangedCallback(OnValueChanged);
Add(objectField);
}
void OnValueChanged(ChangeEvent<Object> evt)
{
var value = (Object)m_PropertyInfo.GetValue(m_Node, null);
if (evt.newValue != value)
{
m_Node.owner.owner.RegisterCompleteObjectUndo("Change + " + m_Node.name);
m_PropertyInfo.SetValue(m_Node, evt.newValue, null);
}
}
}
}