562 lines
16 KiB
C#
562 lines
16 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.UI;
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//TODO增加一键去重功能。测试排查BUG
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[ExecuteInEditMode]
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public class MaterialPropertyAgent : MonoBehaviour,IMaterialModifier
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{
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[System.Serializable]
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public struct PropertyData
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{
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[HideInInspector] public int dataIndexInAgent;
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[HideInInspector] public MaterialPropertyAgent agent;
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[HideInInspector] public int id;
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public int index;
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[HideInInspector] public string propName;
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public shaderPropertyType type;
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public string descripName;
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public Color colorValue;
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public Vector4 vecValue;
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public float floatValue;
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[SerializeField] public IEnumerable propNameList;
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[HideInInspector] public bool isActive;
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[HideInInspector] public Shader shader;
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[HideInInspector] public Material mat;
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#if UNITY_EDITOR
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public float rangMin { get; set; }
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public float rangMax { get; set; }
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public void setValueByPropChange()
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{
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agent.refreshShderPropNameList();
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if (!agent.isCanUsedIndex(index))
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{
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index = agent.getCanUsedIndex();
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}
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string propertyName = UnityEditor.ShaderUtil.GetPropertyName(shader, index);
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id = Shader.PropertyToID(propertyName);
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descripName = UnityEditor.ShaderUtil.GetPropertyDescription(shader, index);
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type = (shaderPropertyType) UnityEditor.ShaderUtil.GetPropertyType(shader, index);
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if (type == shaderPropertyType.TexEnv)
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{
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propName = UnityEditor.ShaderUtil.GetPropertyName(shader, index) + "_ST";
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}
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else
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{
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propName = UnityEditor.ShaderUtil.GetPropertyName(shader, index);
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}
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switch (type)
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{
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case shaderPropertyType.Color:
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colorValue = mat.GetColor(id);
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break;
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case shaderPropertyType.Float:
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floatValue = mat.GetFloat(id);
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break;
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case shaderPropertyType.Range:
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rangMin = UnityEditor.ShaderUtil.GetRangeLimits(shader, index, 1);
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rangMax = UnityEditor.ShaderUtil.GetRangeLimits(shader, index, 2);
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floatValue = mat.GetFloat(id);
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break;
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case shaderPropertyType.Vector:
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vecValue = mat.GetVector(id);
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break;
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case shaderPropertyType.TexEnv:
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string stName = UnityEditor.ShaderUtil.GetPropertyName(shader, index) + "_ST";
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vecValue = mat.GetVector(stName);
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break;
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}
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}
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public void inActivateThis()
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{
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isActive = false;
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}
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#endif
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}
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//因为ShaderUtil只是用于Editor,所以复制一个枚举对属性类型进行识别。
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public enum shaderPropertyType
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{
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//
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// 摘要:
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// Color Property.
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Color = 0,
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//
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// 摘要:
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// Vector Property.
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Vector = 1,
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//
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// 摘要:
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// Float Property.
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Float = 2,
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//
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// 摘要:
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// Range Property.
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Range = 3,
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//
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// 摘要:
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// Texture Property.
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TexEnv = 4
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}
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public PropertyData data0 = new PropertyData();
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public PropertyData data1 = new PropertyData();
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public PropertyData data2 = new PropertyData();
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public PropertyData data3 = new PropertyData();
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public PropertyData data4 = new PropertyData();
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public PropertyData data5 = new PropertyData();
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public Shader shader;
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public Material mat;
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public int materialIndex = 0;
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public Renderer customRenderer;
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void initMatAndShader(bool initMat = false)
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{
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if (!initMat)
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{
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if (mat != null) return;
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}
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if (customRenderer || GetComponent<Renderer>())
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{
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Material[] materials;
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Renderer r;
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if (customRenderer)
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{
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r = customRenderer;
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}
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else
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{
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r = GetComponent<Renderer>();
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}
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if (Application.isPlaying)
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{
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materials = r.materials;
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}
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else
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{
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materials = r.sharedMaterials;
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}
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mat = materials[materialIndex];
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shader = mat.shader;
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}
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else if (this.GetComponent<Graphic>())
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{
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Graphic graphic = this.GetComponent<Graphic>();
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//测试,要不要用IMaterialModifier来处理
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// if (Application.isPlaying)
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// {
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// graphic.material = Material.Instantiate(graphic.material);
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// }
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mat = graphic.material;
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shader = mat.shader;
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}
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else
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{
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Debug.LogError("MaterialPropertyAgent未找到材质", this.gameObject);
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}
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}
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private void Start()
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{
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if (Application.isPlaying)
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{
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initMatAndShader(true);
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}
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else
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{
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initMatAndShader(false);
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}
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}
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private void Update()
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{
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if (mat == null)
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{
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// initMatAndShader();
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return;
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}
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updateData(data0);
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updateData(data1);
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updateData(data2);
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updateData(data3);
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updateData(data4);
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updateData(data5);
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}
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void updateData(PropertyData data)
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{
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if (!data.isActive) return;
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if (mat == null) return;
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switch (data.type)
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{
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case shaderPropertyType.Color:
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mat.SetColor(data.propName, data.colorValue);
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break;
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case shaderPropertyType.Vector:
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case shaderPropertyType.TexEnv:
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mat.SetVector(data.propName, data.vecValue);
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break;
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case shaderPropertyType.Float:
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case shaderPropertyType.Range:
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mat.SetFloat(data.propName, data.floatValue);
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break;
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}
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}
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//实际上是修改了graphic.materialForRendering
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public Material GetModifiedMaterial(Material baseMaterial)
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{
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if (mat)
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{
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return mat;
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}
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else
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{
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return baseMaterial;
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}
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}
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#if UNITY_EDITOR
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private void OnRenderObject()
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{
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if (!UnityEditor.EditorApplication.isPlaying)
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{
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Update();
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}
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}
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public void addProperteData()
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{
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refreshShderPropNameList();
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if (!data0.isActive)
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{
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initData(ref data0, 0);
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}
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else if (!data1.isActive)
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{
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initData(ref data1, 1);
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}
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else if (!data2.isActive)
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{
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initData(ref data2, 2);
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}
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else if (!data3.isActive)
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{
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initData(ref data3, 3);
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}
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else if (!data4.isActive)
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{
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initData(ref data4, 4);
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}
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else if (!data5.isActive)
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{
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initData(ref data5, 5);
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}
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else
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{
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Debug.Log("已用掉可用的6个属性");
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}
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}
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public void removeAllProperty()
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{
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data0.isActive = false;
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data1.isActive = false;
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data2.isActive = false;
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data3.isActive = false;
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data4.isActive = false;
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data5.isActive = false;
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}
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public void initData(ref PropertyData data, int dataIndexInAgent)
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{
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data.dataIndexInAgent = dataIndexInAgent;
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data.agent = this;
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data.shader = shader;
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data.mat = mat;
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data.isActive = true;
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data.index = getCanUsedIndex();
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data.setValueByPropChange();
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}
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#region TODO自动排除已用Property
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List<string> usedPropertyName = new List<string>();
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void collectUsedPropName()
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{
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usedPropertyName.Clear();
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if (data0.isActive)
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{
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usedPropertyName.Add(data0.propName);
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}
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if (data1.isActive)
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{
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usedPropertyName.Add(data1.propName);
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}
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if (data2.isActive)
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{
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usedPropertyName.Add(data2.propName);
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}
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if (data3.isActive)
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{
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usedPropertyName.Add(data3.propName);
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}
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if (data4.isActive)
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{
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usedPropertyName.Add(data4.propName);
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}
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if (data5.isActive)
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{
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usedPropertyName.Add(data5.propName);
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}
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}
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public int getCanUsedIndex()
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{
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int index = -1;
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collectUsedPropName();
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for (int i = 0; i < shaderPropNameArr.Length; i++)
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{
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string propertyName;
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if (UnityEditor.ShaderUtil.GetPropertyType(shader, i) == UnityEditor.ShaderUtil.ShaderPropertyType.TexEnv)
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{
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propertyName = shaderPropNameArr[i] + "_ST";
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}
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else
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{
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propertyName = shaderPropNameArr[i];
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}
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if (usedPropertyName.Contains(propertyName)) continue;
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index = i;
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break;
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}
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return index;
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}
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public bool isCanUsedIndex(int i)
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{
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string propertyName;
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if (UnityEditor.ShaderUtil.GetPropertyType(shader, i) == UnityEditor.ShaderUtil.ShaderPropertyType.TexEnv)
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{
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propertyName = shaderPropNameArr[i] + "_ST";
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}
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else
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{
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propertyName = shaderPropNameArr[i];
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}
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collectUsedPropName();
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if (usedPropertyName.Contains(propertyName))
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{
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return false;
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}
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else
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{
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return true;
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}
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}
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#endregion
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public string[] shaderPropNameArr;
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public string[] shaderPropDescripArr;
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public string[] shaderPropDescripsForSerch;
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private void OnValidate()
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{
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// if (XLuaManager.Instance != null)
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// {
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// if (XLuaManager.Instance.HasGameStart)//判断是游戏运行状态才进行实例化
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// {
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// return;//游戏进行中不允许编辑
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// }
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// }
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// Debug.Log("MaterialPropertyAgent : " + "OnValidate");
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refreshShderPropNameList();
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if (TryGetComponent<Renderer>(out Renderer r)||customRenderer)
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{
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isRendererMode = true;
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}
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else
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{
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isRendererMode = false;
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}
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if (TryGetComponent<Renderer>(out Renderer r2) || TryGetComponent<Graphic>(out Graphic g))
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{
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isGetByComponet = true;
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}
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else
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{
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isGetByComponet = false;
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}
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}
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public bool isRendererMode = false;
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public bool isGetByComponet = false;
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public void initMatAndShaderByMaterialIndexChange()
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{
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initMatAndShader(true);
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refreshShderPropNameList();
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if (data0.isActive && data0.shader != mat.shader) {data0.shader = mat.shader;data0.mat = mat;}
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if (data1.isActive && data1.shader != mat.shader) {data1.shader = mat.shader;data1.mat = mat;}
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if (data2.isActive && data2.shader != mat.shader) {data2.shader = mat.shader;data2.mat = mat;}
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if (data3.isActive && data3.shader != mat.shader) {data3.shader = mat.shader;data3.mat = mat;}
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if (data4.isActive && data4.shader != mat.shader) {data4.shader = mat.shader;data4.mat = mat;}
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if (data5.isActive && data5.shader != mat.shader) {data5.shader = mat.shader;data5.mat = mat;}
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}
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List<string> shaderPropNameList = new List<string>();
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private List<string> shaderPropDescripList = new List<string>();
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private List<string> shaderPropDescripListForSerch = new List<string>();
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public void refreshShderPropNameList()
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{
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initMatAndShader();
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if (shader == null) return;
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shaderPropNameList.Clear();
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shaderPropDescripList.Clear();
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shaderPropDescripListForSerch.Clear();
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for (int i = 0; i < UnityEditor.ShaderUtil.GetPropertyCount(shader); i++)
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{
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shaderPropNameList.Add(UnityEditor.ShaderUtil.GetPropertyName(shader, i));
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string descript = UnityEditor.ShaderUtil.GetPropertyDescription(shader, i);
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shaderPropDescripList.Add(descript);
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string lowerDesc = descript.ToLower();
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if (!(lowerDesc.Contains("ignore") || lowerDesc.Contains("mode") || lowerDesc.Contains("toggle") ||
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lowerDesc.Contains("enable") || lowerDesc.Contains("flag")))
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{
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shaderPropDescripListForSerch.Add(descript);
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}
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}
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shaderPropNameArr = shaderPropNameList.ToArray();
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shaderPropDescripArr = shaderPropDescripList.ToArray();
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shaderPropDescripsForSerch = shaderPropDescripListForSerch.ToArray();
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}
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#endif
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}
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/*
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[CustomPropertyDrawer(typeof(MaterialPropertyAgent.PropertyData))]
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public class PropertyAgentPropertyDataDrawer : PropertyDrawer
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{
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public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
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{
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EditorGUI.BeginProperty(position, label, property);
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var isActive = property.FindPropertyRelative("isActive");
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if (isActive.boolValue)
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{
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EditorGUILayout.LabelField(label, EditorStyles.boldLabel);
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EditorGUI.indentLevel++;
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EditorGUILayout.BeginHorizontal();
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var index = property.FindPropertyRelative("index");
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MaterialPropertyAgent agent = property.FindPropertyRelative("agent").objectReferenceValue as MaterialPropertyAgent;
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int preservedIndex = index.intValue;
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float originLabelWidth = EditorGUIUtility.labelWidth;
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EditorGUIUtility.labelWidth = 80;
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index.intValue = EditorGUILayout.Popup("属性名:", index.intValue, agent.shaderPropNameArr);
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if (preservedIndex != index.intValue)//证明用户进行了更改
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{
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if (!agent.isCanUsedIndex(index.intValue))
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{
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//TODO给一个报错提示
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Debug.Log(ShaderUtil.GetPropertyDescription(agent.shader, index.intValue));
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index.intValue = agent.getCanUsedIndex();
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}
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//此处进行内容刷新
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data.setValueByPropChange();
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}
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EditorGUILayout.LabelField("属性类型:", data.type.ToString());
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EditorGUILayout.EndHorizontal();
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EditorGUIUtility.labelWidth = originLabelWidth;
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switch (data.type)
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{
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case MaterialPropertyAgent.shaderPropertyType.Color:
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data.colorValue = EditorGUILayout.ColorField(data.descripName + " :", data.colorValue);
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break;
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case MaterialPropertyAgent.shaderPropertyType.Vector:
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data.vecValue = EditorGUILayout.Vector4Field(data.descripName + " :", data.vecValue);
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break;
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case MaterialPropertyAgent.shaderPropertyType.Float:
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data.floatValue = EditorGUILayout.FloatField(data.descripName + ":", data.floatValue);
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break;
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case MaterialPropertyAgent.shaderPropertyType.Range:
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data.floatValue = EditorGUILayout.Slider(data.descripName + ":", data.floatValue, data.rangMin, data.rangMax);
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break;
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case MaterialPropertyAgent.shaderPropertyType.TexEnv:
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data.vecValue = EditorGUILayout.Vector4Field(data.propName + "_ST:", data.vecValue);
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break;
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}
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if (GUILayout.Button("删除", new[] { GUILayout.Width(200) }))
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{
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data.isActive = false;
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}
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EditorGUI.indentLevel--;
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EditorGUILayout.Space();
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}
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}
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EditorGUI.EndProperty();
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}
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}
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*/ |