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TargetFieldContext.cs 1.2KB

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  1. using System.Collections.Generic;
  2. namespace UnityEditor.ShaderGraph
  3. {
  4. [GenerationAPI]
  5. internal class TargetFieldContext
  6. {
  7. public List<ConditionalField> conditionalFields { get; private set; }
  8. public PassDescriptor pass { get; private set; }
  9. public List<(BlockFieldDescriptor descriptor, bool isDefaultValue)> blocks { get; private set; }
  10. public List<BlockFieldDescriptor> connectedBlocks { get; private set; }
  11. public bool hasDotsProperties { get; private set; }
  12. // NOTE: active blocks (and connectedBlocks) do not include temporarily added default blocks
  13. public TargetFieldContext(PassDescriptor pass, List<(BlockFieldDescriptor descriptor, bool isDefaultValue)> activeBlocks, List<BlockFieldDescriptor> connectedBlocks, bool hasDotsProperties)
  14. {
  15. conditionalFields = new List<ConditionalField>();
  16. this.pass = pass;
  17. this.blocks = activeBlocks;
  18. this.connectedBlocks = connectedBlocks;
  19. this.hasDotsProperties = hasDotsProperties;
  20. }
  21. public void AddField(FieldDescriptor field, bool conditional = true)
  22. {
  23. conditionalFields.Add(new ConditionalField(field, conditional));
  24. }
  25. }
  26. }