A game about forced loneliness, made by TACStudios
1using System;
2using UnityEditor.Graphing;
3using UnityEngine;
4using UnityEditor.ShaderGraph;
5using UnityEditor.ShaderGraph.Drawing.Controls;
6using Object = UnityEngine.Object;
7
8using UnityEditor.UIElements;
9using UnityEngine.UIElements;
10using UnityEngine.UIElements.StyleSheets;
11
12namespace UnityEditor.ShaderGraph.Drawing.Slots
13{
14 class GradientSlotControlView : VisualElement
15 {
16 GradientInputMaterialSlot m_Slot;
17
18 [SerializeField]
19 GradientObject m_GradientObject;
20
21 [SerializeField]
22 SerializedObject m_SerializedObject;
23
24 public GradientSlotControlView(GradientInputMaterialSlot slot)
25 {
26 m_Slot = slot;
27 styleSheets.Add(Resources.Load<StyleSheet>("Styles/Controls/GradientSlotControlView"));
28
29 m_GradientObject = ScriptableObject.CreateInstance<GradientObject>();
30 m_GradientObject.gradient = new Gradient();
31 m_SerializedObject = new SerializedObject(m_GradientObject);
32
33 m_GradientObject.gradient.SetKeys(m_Slot.value.colorKeys, m_Slot.value.alphaKeys);
34 m_GradientObject.gradient.mode = m_Slot.value.mode;
35
36 var gradientField = new GradientField() { value = m_GradientObject.gradient, colorSpace = ColorSpace.Linear, hdr = true };
37 gradientField.RegisterValueChangedCallback(OnValueChanged);
38 Add(gradientField);
39 }
40
41 void OnValueChanged(ChangeEvent<Gradient> evt)
42 {
43 m_SerializedObject.Update();
44 if (!evt.newValue.Equals(m_Slot.value))
45 {
46 m_Slot.owner.owner.owner.RegisterCompleteObjectUndo("Change Gradient");
47
48 m_GradientObject.gradient.SetKeys(evt.newValue.colorKeys, evt.newValue.alphaKeys);
49 m_GradientObject.gradient.mode = evt.newValue.mode;
50 m_SerializedObject.ApplyModifiedProperties();
51
52 m_Slot.value = m_GradientObject.gradient;
53 m_Slot.owner.Dirty(ModificationScope.Node);
54 }
55 }
56 }
57}