Singularity/Library/PackageCache/com.unity.shadergraph@12.1.11/Editor/Generation/Collections/RenderStateCollection.cs
2024-05-06 11:45:45 -07:00

68 lines
1.9 KiB
C#

using System.Collections;
using System.Collections.Generic;
namespace UnityEditor.ShaderGraph
{
[GenerationAPI]
internal class RenderStateCollection : IEnumerable<RenderStateCollection.Item>
{
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<Item> m_Items;
public RenderStateCollection()
{
m_Items = new List<Item>();
}
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<Item> GetEnumerator()
{
return m_Items.GetEnumerator();
}
IEnumerator IEnumerable.GetEnumerator()
{
return GetEnumerator();
}
}
}