From b82da95b5181ac8bbae38efb13e950d5e88a4caa Mon Sep 17 00:00:00 2001 From: chai Date: Fri, 23 Oct 2020 13:08:43 +0800 Subject: =?UTF-8?q?*=E7=A7=BB=E5=8A=A8amplify=20shader=20editor=E5=88=B0th?= =?UTF-8?q?ird=20party=E7=9B=AE=E5=BD=95?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- .../Plugins/Editor/DoCreateShader.cs | 48 ++++++++++++++++++++++ 1 file changed, 48 insertions(+) create mode 100644 Assets/ThirdParty/AmplifyShaderEditor/Plugins/Editor/DoCreateShader.cs (limited to 'Assets/ThirdParty/AmplifyShaderEditor/Plugins/Editor/DoCreateShader.cs') diff --git a/Assets/ThirdParty/AmplifyShaderEditor/Plugins/Editor/DoCreateShader.cs b/Assets/ThirdParty/AmplifyShaderEditor/Plugins/Editor/DoCreateShader.cs new file mode 100644 index 00000000..5fa1424f --- /dev/null +++ b/Assets/ThirdParty/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