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using System.Collections.Generic;
using UnityEditor.VFX.Block;
namespace UnityEditor.VFX
{
internal enum RenameStatus
{
Success,
InvalidName,
NameUsed,
NotFound,
}
internal interface IVFXAttributesManager
{
IEnumerable<VFXAttribute> GetAllAttributesOrCombination(bool includeVariadic, bool includeVariadicComponents, bool includeReadOnly, bool includeWriteOnly);
IEnumerable<VFXAttribute> GetAllAttributesAndCombination(bool includeVariadic, bool includeVariadicComponents, bool includeReadOnly, bool includeWriteOnly);
IEnumerable<string> GetAllNamesOrCombination(bool includeVariadic, bool includeVariadicComponents, bool includeReadOnly, bool includeWriteOnly);
IEnumerable<string> GetAllNamesAndCombination(bool includeVariadic, bool includeVariadicComponents, bool includeReadOnly, bool includeWriteOnly);
bool TryFind(string name, out VFXAttribute attribute);
bool TryFindWithMode(string name, VFXAttributeMode mode, out VFXAttribute attribute);
bool Exist(string name);
bool TryUpdate(string name, CustomAttributeUtility.Signature type, string description);
bool IsCustom(string name);
bool TryRegisterCustomAttribute(string name, CustomAttributeUtility.Signature type, string description, out VFXAttribute newAttribute);
void UnregisterCustomAttribute(string name);
RenameStatus TryRename(string oldName, string newName);
VFXAttribute Duplicate(string name);
}
}