b486678290
Library -Artifacts
161 lines
4.8 KiB
C#
161 lines
4.8 KiB
C#
using System;
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using UnityEditor.Graphs;
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using UnityEditor.ShaderGraph;
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using UnityEditor.ShaderGraph.Serialization;
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using UnityEngine;
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namespace UnityEditor.Graphing
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{
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class HandleUndoRedoAction : IGraphDataAction
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{
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void HandleGraphUndoRedo(GraphData graphData)
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{
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AssertHelpers.IsNotNull(graphData, "GraphData is null while carrying out HandleUndoRedoAction");
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AssertHelpers.IsNotNull(newGraphData, "NewGraphData is null while carrying out HandleUndoRedoAction");
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graphData?.ReplaceWith(newGraphData);
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}
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public Action<GraphData> modifyGraphDataAction => HandleGraphUndoRedo;
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public GraphData newGraphData { get; set; }
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}
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class GraphObject : ScriptableObject, ISerializationCallbackReceiver
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{
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[SerializeField]
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SerializationHelper.JSONSerializedElement m_SerializedGraph;
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[SerializeField]
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int m_SerializedVersion;
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[SerializeField]
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bool m_IsDirty;
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[SerializeField]
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bool m_IsSubGraph;
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[SerializeField]
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string m_AssetGuid;
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internal string AssetGuid
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{
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get => m_AssetGuid;
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}
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[NonSerialized]
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GraphData m_Graph;
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[NonSerialized]
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int m_DeserializedVersion;
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public DataStore<GraphData> graphDataStore
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{
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get => m_DataStore;
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private set
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{
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if (m_DataStore != value && value != null)
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m_DataStore = value;
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}
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}
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DataStore<GraphData> m_DataStore;
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public GraphData graph
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{
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get { return m_Graph; }
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set
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{
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if (m_Graph != null)
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m_Graph.owner = null;
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m_Graph = value;
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graphDataStore = new DataStore<GraphData>(ReduceGraphDataAction, m_Graph);
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if (m_Graph != null)
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m_Graph.owner = this;
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}
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}
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// this value stores whether an undo operation has been registered (which indicates a change has been made to the graph)
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// and is used to trigger the MaterialGraphEditWindow to update it's title
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public bool isDirty
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{
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get { return m_IsDirty; }
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set { m_IsDirty = value; }
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}
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public virtual void RegisterCompleteObjectUndo(string actionName)
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{
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Undo.RegisterCompleteObjectUndo(this, actionName);
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m_SerializedVersion++;
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m_DeserializedVersion++;
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m_IsDirty = true;
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}
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public void OnBeforeSerialize()
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{
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if (graph != null)
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{
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var json = MultiJson.Serialize(graph);
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m_SerializedGraph = new SerializationHelper.JSONSerializedElement { JSONnodeData = json };
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m_IsSubGraph = graph.isSubGraph;
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m_AssetGuid = graph.assetGuid;
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}
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}
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public void OnAfterDeserialize()
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{
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}
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public bool wasUndoRedoPerformed => m_DeserializedVersion != m_SerializedVersion;
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public void HandleUndoRedo()
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{
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Debug.Assert(wasUndoRedoPerformed);
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var deserializedGraph = DeserializeGraph();
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var handleUndoRedoAction = new HandleUndoRedoAction();
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handleUndoRedoAction.newGraphData = deserializedGraph;
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graphDataStore.Dispatch(handleUndoRedoAction);
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}
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GraphData DeserializeGraph()
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{
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var json = m_SerializedGraph.JSONnodeData;
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var deserializedGraph = new GraphData { isSubGraph = m_IsSubGraph, assetGuid = m_AssetGuid };
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MultiJson.Deserialize(deserializedGraph, json);
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m_DeserializedVersion = m_SerializedVersion;
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m_SerializedGraph = default;
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return deserializedGraph;
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}
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public void Validate()
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{
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if (graph != null)
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{
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graph.OnEnable();
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graph.ValidateGraph();
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}
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}
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// This is a very simple reducer, all it does is take the action and apply it to the graph data, which causes some mutation in state
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// This isn't strictly redux anymore but its needed given that our state tree is quite large and we don't want to be creating copies of it everywhere by unboxing
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void ReduceGraphDataAction(GraphData initialState, IGraphDataAction graphDataAction)
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{
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graphDataAction.modifyGraphDataAction(initialState);
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}
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void OnEnable()
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{
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if (graph == null && m_SerializedGraph.JSONnodeData != null)
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{
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graph = DeserializeGraph();
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}
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Validate();
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}
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void OnDestroy()
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{
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graph?.OnDisable();
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}
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}
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}
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