using System; using System.Reflection; using UnityEditor.ShaderGraph.Drawing; using UnityEditor.UIElements; using UnityEngine; using UnityEngine.UIElements; namespace UnityEditor.ShaderGraph.Drawing.Inspector.PropertyDrawers { [SGPropertyDrawer(typeof(Gradient))] class GradientPropertyDrawer : IPropertyDrawer { internal delegate void ValueChangedCallback(Gradient newValue); internal VisualElement CreateGUI( ValueChangedCallback valueChangedCallback, Gradient fieldToDraw, string labelName, out VisualElement propertyGradientField, int indentLevel = 0) { var objectField = new GradientField { value = fieldToDraw, colorSpace = ColorSpace.Linear }; if (valueChangedCallback != null) { objectField.RegisterValueChangedCallback(evt => { valueChangedCallback((Gradient)evt.newValue); }); } propertyGradientField = objectField; // Any core widgets used by the inspector over and over should come from some kind of factory var defaultRow = new PropertyRow(PropertyDrawerUtils.CreateLabel(labelName, indentLevel)); defaultRow.Add(propertyGradientField); defaultRow.styleSheets.Add(Resources.Load("Styles/PropertyRow")); return defaultRow; } public Action inspectorUpdateDelegate { get; set; } public VisualElement DrawProperty(PropertyInfo propertyInfo, object actualObject, InspectableAttribute attribute) { return this.CreateGUI( // Use the setter from the provided property as the callback newValue => propertyInfo.GetSetMethod(true).Invoke(actualObject, new object[] { newValue }), (Gradient)propertyInfo.GetValue(actualObject), attribute.labelName, out var propertyVisualElement); } } }