using System.Collections; using System.Collections.Generic; namespace UnityEditor.ShaderGraph { [GenerationAPI] internal class RenderStateCollection : IEnumerable { public class Item : IConditional { public RenderStateDescriptor descriptor { get; } public FieldCondition[] fieldConditions { get; } public string value => descriptor.value; public Item(RenderStateDescriptor descriptor, FieldCondition[] fieldConditions) { this.descriptor = descriptor; this.fieldConditions = fieldConditions; } } readonly List m_Items; public RenderStateCollection() { m_Items = new List(); } public RenderStateCollection Add(RenderStateCollection renderStates) { foreach (RenderStateCollection.Item item in renderStates) { m_Items.Add(item); } return this; } public RenderStateCollection Add(RenderStateDescriptor descriptor) { m_Items.Add(new Item(descriptor, null)); return this; } public RenderStateCollection Add(RenderStateDescriptor descriptor, FieldCondition fieldCondition) { m_Items.Add(new Item(descriptor, new FieldCondition[] { fieldCondition })); return this; } public RenderStateCollection Add(RenderStateDescriptor descriptor, FieldCondition[] fieldConditions) { m_Items.Add(new Item(descriptor, fieldConditions)); return this; } public IEnumerator GetEnumerator() { return m_Items.GetEnumerator(); } IEnumerator IEnumerable.GetEnumerator() { return GetEnumerator(); } } }