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using System;
using System.Linq;
using System.Collections.Generic;
namespace UnityEditor.VFX.Block
{
class VelocitySpeedVariantProvider : VariantProvider
{
public override IEnumerable<Variant> GetVariants()
{
foreach (var mode in Enum.GetValues(typeof(AttributeCompositionMode)).Cast<AttributeCompositionMode>())
{
// Skip the composition mode from main provider
if (mode == AttributeCompositionMode.Overwrite)
continue;
var composition = VFXBlockUtility.GetNameString(mode);
yield return new Variant(
$"{composition} Velocity from Direction & Speed",
null,
typeof(VelocitySpeed),
new[]
{
new KeyValuePair<string, object>("composition", mode),
});
}
}
}
class VelocitySpeedProvider : VariantProvider
{
public override IEnumerable<Variant> GetVariants()
{
yield return new Variant(
$"Set Velocity from Direction & Speed",
"Attribute/From Direction & Speed",
typeof(VelocitySpeed),
new[]
{
new KeyValuePair<string, object>("composition", AttributeCompositionMode.Overwrite),
},
() => new VelocitySpeedVariantProvider());
}
}
[VFXInfo(experimental = true, variantProvider = typeof(VelocitySpeedProvider))]
class VelocitySpeed : VelocityBase
{
public override string name { get { return string.Format(base.name, "Change Speed"); } }
protected override bool altersDirection { get { return false; } }
public override string source
{
get
{
string outSource = speedComputeString + "\n";
outSource += string.Format(velocityComposeFormatString, "direction * speed");
return outSource;
}
}
}
}