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