ApplyProperty() private method

private ApplyProperty ( MaterialProperty prop, int propertyMask, string undoName ) : void
prop MaterialProperty
propertyMask int
undoName string
return void
コード例 #1
0
        private void ApplyProperty(object previousValue, int changedPropertyMask)
        {
            if (targets == null || targets.Length == 0)
            {
                throw new ArgumentException("No material targets provided");
            }

            Object[] mats = targets;
            string   targetTitle;

            if (mats.Length == 1)
            {
                targetTitle = mats[0].name;
            }
            else
            {
                targetTitle = mats.Length + " " + ObjectNames.NicifyVariableName(ObjectNames.GetClassName(mats[0])) + "s";
            }

            //@TODO: Maybe all this logic should be moved to C++
            // reduces api surface...
            bool didApply = false;

            if (m_ApplyPropertyCallback != null)
            {
                didApply = m_ApplyPropertyCallback(this, changedPropertyMask, previousValue);
            }

            if (!didApply)
            {
                ShaderUtil.ApplyProperty(this, changedPropertyMask, "Modify " + displayName + " of " + targetTitle);
            }
        }
コード例 #2
0
        private void ApplyProperty(object previousValue, int changedPropertyMask)
        {
            string name;

            if ((this.targets == null) || (this.targets.Length == 0))
            {
                throw new ArgumentException("No material targets provided");
            }
            Object[] targets = this.targets;
            if (targets.Length == 1)
            {
                name = targets[0].name;
            }
            else
            {
                object[] objArray1 = new object[] { targets.Length, " ", ObjectNames.NicifyVariableName(ObjectNames.GetClassName(targets[0])), "s" };
                name = string.Concat(objArray1);
            }
            bool flag = false;

            if (this.m_ApplyPropertyCallback != null)
            {
                flag = this.m_ApplyPropertyCallback(this, changedPropertyMask, previousValue);
            }
            if (!flag)
            {
                ShaderUtil.ApplyProperty(this, changedPropertyMask, "Modify " + this.displayName + " of " + name);
            }
        }
コード例 #3
0
        private void ApplyProperty(object previousValue, int changedPropertyMask)
        {
            if (this.targets == null || this.targets.Length == 0)
            {
                throw new ArgumentException("No material targets provided");
            }
            UnityEngine.Object[] targets = this.targets;
            string str;

            if (targets.Length == 1)
            {
                str = targets[0].name;
            }
            else
            {
                str = targets.Length.ToString() + " " + ObjectNames.NicifyVariableName(ObjectNames.GetClassName(targets[0])) + "s";
            }
            bool flag = false;

            if (this.m_ApplyPropertyCallback != null)
            {
                flag = this.m_ApplyPropertyCallback(this, changedPropertyMask, previousValue);
            }
            if (flag)
            {
                return;
            }
            ShaderUtil.ApplyProperty(this, changedPropertyMask, "Modify " + this.displayName + " of " + str);
        }