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