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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);
}
}
}