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