b486678290
Library -Artifacts
103 lines
3.2 KiB
C#
103 lines
3.2 KiB
C#
using System;
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using UnityEngine;
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namespace UnityEditor.ShaderGraph.Internal
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{
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[Serializable]
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public sealed class SerializableTextureArray : ISerializationCallbackReceiver
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{
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[SerializeField]
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string m_SerializedTexture;
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[SerializeField]
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string m_Guid;
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[NonSerialized]
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Texture2DArray m_TextureArray;
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[Serializable]
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class TextureHelper
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{
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#pragma warning disable 649
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public Texture2DArray textureArray;
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#pragma warning restore 649
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}
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// used to get a Texture2DArray ref guid without loading the Texture2dArray asset itself into memory
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[Serializable]
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class MinimalTextureHelper
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{
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// these variables are only ever populated by serialization, disable the C# warning that checks if they are ever assigned
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#pragma warning disable 0649
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[Serializable]
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public struct MinimalTextureRef
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{
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public string guid;
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}
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public MinimalTextureRef textureArray;
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#pragma warning restore 0649
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}
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internal string guid
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{
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get
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{
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if (!string.IsNullOrEmpty(m_SerializedTexture))
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{
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var textureHelper = new MinimalTextureHelper();
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EditorJsonUtility.FromJsonOverwrite(m_SerializedTexture, textureHelper);
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if (!string.IsNullOrEmpty(textureHelper.textureArray.guid))
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return textureHelper.textureArray.guid;
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}
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if (!string.IsNullOrEmpty(m_Guid))
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{
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return m_Guid;
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}
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if (m_TextureArray != null)
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{
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if (AssetDatabase.TryGetGUIDAndLocalFileIdentifier(m_TextureArray, out string guid, out long localId))
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return guid;
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}
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return null;
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}
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}
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public Texture2DArray textureArray
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{
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get
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{
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if (!string.IsNullOrEmpty(m_SerializedTexture))
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{
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var textureHelper = new TextureHelper();
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EditorJsonUtility.FromJsonOverwrite(m_SerializedTexture, textureHelper);
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m_SerializedTexture = null;
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m_Guid = null;
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m_TextureArray = textureHelper.textureArray;
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}
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else if (!string.IsNullOrEmpty(m_Guid) && m_TextureArray == null)
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{
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m_TextureArray = AssetDatabase.LoadAssetAtPath<Texture2DArray>(AssetDatabase.GUIDToAssetPath(m_Guid));
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m_Guid = null;
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}
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return m_TextureArray;
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}
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set
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{
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m_TextureArray = value;
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m_Guid = null;
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m_SerializedTexture = null;
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}
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}
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public void OnBeforeSerialize()
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{
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m_SerializedTexture = EditorJsonUtility.ToJson(new TextureHelper { textureArray = textureArray }, false);
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}
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public void OnAfterDeserialize()
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{
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}
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}
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}
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