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- using System.Collections.Generic;
-
- namespace UnityEditor.ShaderGraph
- {
- [GenerationAPI]
- internal class TargetFieldContext
- {
- public List<ConditionalField> conditionalFields { get; private set; }
- public PassDescriptor pass { get; private set; }
- public List<(BlockFieldDescriptor descriptor, bool isDefaultValue)> blocks { get; private set; }
- public List<BlockFieldDescriptor> connectedBlocks { get; private set; }
- public bool hasDotsProperties { get; private set; }
-
- // NOTE: active blocks (and connectedBlocks) do not include temporarily added default blocks
- public TargetFieldContext(PassDescriptor pass, List<(BlockFieldDescriptor descriptor, bool isDefaultValue)> activeBlocks, List<BlockFieldDescriptor> connectedBlocks, bool hasDotsProperties)
- {
- conditionalFields = new List<ConditionalField>();
- this.pass = pass;
- this.blocks = activeBlocks;
- this.connectedBlocks = connectedBlocks;
- this.hasDotsProperties = hasDotsProperties;
- }
-
- public void AddField(FieldDescriptor field, bool conditional = true)
- {
- conditionalFields.Add(new ConditionalField(field, conditional));
- }
- }
- }
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