Singularity/Library/PackageCache/com.unity.shadergraph@12.1.11/Editor/Drawing/Controls/DefaultControl.cs
2024-05-06 11:45:45 -07:00

34 lines
1.5 KiB
C#

using System;
using System.Linq;
using System.Reflection;
using UnityEditor.ShaderGraph.Internal;
using UnityEngine;
using Object = UnityEngine.Object;
using UnityEngine.UIElements;
namespace UnityEditor.ShaderGraph.Drawing.Controls
{
[AttributeUsage(AttributeTargets.Property)]
class DefaultControlAttribute : Attribute, IControlAttribute
{
public VisualElement InstantiateControl(AbstractMaterialNode node, PropertyInfo propertyInfo)
{
if (propertyInfo.PropertyType == typeof(Color))
return new ColorControlView(null, ColorMode.Default, node, propertyInfo);
if (typeof(Enum).IsAssignableFrom(propertyInfo.PropertyType))
return new EnumControlView(null, node, propertyInfo);
if (propertyInfo.PropertyType == typeof(Texture2D))
return new TextureControlView(null, node, propertyInfo);
if (propertyInfo.PropertyType == typeof(Texture2DArray))
return new TextureArrayControlView(null, node, propertyInfo);
if (propertyInfo.PropertyType == typeof(Texture3D))
return new Texture3DControlView(null, node, propertyInfo);
if (MultiFloatControlView.validTypes.Contains(propertyInfo.PropertyType))
return new MultiFloatControlView(null, "X", "Y", "Z", "W", node, propertyInfo);
if (typeof(Object).IsAssignableFrom(propertyInfo.PropertyType))
return new ObjectControlView(null, node, propertyInfo);
return null;
}
}
}