Singularity/Library/PackageCache/com.unity.shadergraph@12.1.11/Editor/Data/Graphs/SerializableTextureArray.cs
2024-05-06 11:45:45 -07:00

103 lines
3.2 KiB
C#

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