From 917e9e0b320775634dc2e710f7deac74fd0822f0 Mon Sep 17 00:00:00 2001 From: chai Date: Thu, 22 Oct 2020 23:30:02 +0800 Subject: * amplify shader editor --- .../Plugins/Editor/DoCreateShader.cs | 48 ++++++++++++++++++++++ 1 file changed, 48 insertions(+) create mode 100644 Assets/AmplifyShaderEditor/Plugins/Editor/DoCreateShader.cs (limited to 'Assets/AmplifyShaderEditor/Plugins/Editor/DoCreateShader.cs') diff --git a/Assets/AmplifyShaderEditor/Plugins/Editor/DoCreateShader.cs b/Assets/AmplifyShaderEditor/Plugins/Editor/DoCreateShader.cs new file mode 100644 index 00000000..5fa1424f --- /dev/null +++ b/Assets/AmplifyShaderEditor/Plugins/Editor/DoCreateShader.cs @@ -0,0 +1,48 @@ +// Amplify Shader Editor - Visual Shader Editing Tool +// Copyright (c) Amplify Creations, Lda + +using UnityEngine; +using UnityEditor; +using UnityEditor.ProjectWindowCallback; +using System.IO; +namespace AmplifyShaderEditor +{ + public class DoCreateStandardShader : EndNameEditAction + { + public override void Action( int instanceId, string pathName, string resourceFile ) + { + string uniquePath = AssetDatabase.GenerateUniqueAssetPath( pathName ); + string shaderName = Path.GetFileName( uniquePath ); + + if( IOUtils.AllOpenedWindows.Count > 0 ) + { + EditorWindow openedWindow = AmplifyShaderEditorWindow.GetWindow(); + AmplifyShaderEditorWindow currentWindow = AmplifyShaderEditorWindow.CreateTab(); + WindowHelper.AddTab( openedWindow, currentWindow ); + UIUtils.CurrentWindow = currentWindow; + } + else + { + AmplifyShaderEditorWindow currentWindow = AmplifyShaderEditorWindow.OpenWindow( shaderName, UIUtils.ShaderIcon ); + UIUtils.CurrentWindow = currentWindow; + } + + Shader shader = UIUtils.CreateNewEmpty( uniquePath, shaderName ); + ProjectWindowUtil.ShowCreatedAsset( shader ); + } + } + + public class DoCreateTemplateShader : EndNameEditAction + { + public override void Action( int instanceId, string pathName, string resourceFile ) + { + string uniquePath = AssetDatabase.GenerateUniqueAssetPath( pathName ); + string shaderName = Path.GetFileName( uniquePath ); + if( !string.IsNullOrEmpty( UIUtils.NewTemplateGUID ) ) + { + Shader shader = AmplifyShaderEditorWindow.CreateNewTemplateShader( UIUtils.NewTemplateGUID, uniquePath, shaderName ); + ProjectWindowUtil.ShowCreatedAsset( shader ); + } + } + } +} -- cgit v1.1-26-g67d0