using System; using UnityEditor.UIElements; using UnityEditor.Graphing; using UnityEditor.Graphing.Util; using UnityEngine.UIElements; using UnityEditor.ShaderGraph.Internal; namespace UnityEditor.ShaderGraph.Drawing.Inspector.PropertyDrawers { [SGPropertyDrawer(typeof(TransformNode))] class TransformNodePropertyDrawer : AbstractMaterialNodePropertyDrawer { TransformNode node; PropertyRow normalizePropRow; void UpdateVisibility() { normalizePropRow.visible = (node.sgVersion >= 2) && (node.conversionType != ConversionType.Position); } internal override void AddCustomNodeProperties(VisualElement parentElement, AbstractMaterialNode nodeBase, Action setNodesAsDirtyCallback, Action updateNodeViewsCallback) { node = nodeBase as TransformNode; var normalizeControl = new Toggle(); normalizeControl.value = node.normalize; normalizePropRow = new PropertyRow(new Label("Normalize Output")); normalizePropRow.Add(normalizeControl, (field) => { field.RegisterValueChangedCallback(evt => { if (evt.newValue.Equals(node.normalize)) return; setNodesAsDirtyCallback?.Invoke(); node.owner.owner.RegisterCompleteObjectUndo("Change normalize"); node.normalize = evt.newValue; updateNodeViewsCallback?.Invoke(); node.Dirty(ModificationScope.Graph); }); }); parentElement.Add(normalizePropRow); UpdateVisibility(); node.RegisterCallback(OnNodeModified); } // when node is modified we want to update the visibility void OnNodeModified(AbstractMaterialNode node, ModificationScope scope) { UpdateVisibility(); } internal override void DisposePropertyDrawer() { node.UnregisterCallback(OnNodeModified); } } }