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// Amplify Shader Editor - Visual Shader Editing Tool
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// Copyright (c) Amplify Creations, Lda <info@amplify.pt>
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using UnityEngine;
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using UnityEditor;
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using UnityEditor.ProjectWindowCallback;
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using System.IO;
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namespace AmplifyShaderEditor
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{
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public class DoCreateStandardShader : EndNameEditAction
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{
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public override void Action( int instanceId, string pathName, string resourceFile )
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{
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string uniquePath = AssetDatabase.GenerateUniqueAssetPath( pathName );
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string shaderName = Path.GetFileName( uniquePath );
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if( IOUtils.AllOpenedWindows.Count > 0 )
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{
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EditorWindow openedWindow = AmplifyShaderEditorWindow.GetWindow<AmplifyShaderEditorWindow>();
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AmplifyShaderEditorWindow currentWindow = AmplifyShaderEditorWindow.CreateTab();
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WindowHelper.AddTab( openedWindow, currentWindow );
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UIUtils.CurrentWindow = currentWindow;
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}
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else
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{
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AmplifyShaderEditorWindow currentWindow = AmplifyShaderEditorWindow.OpenWindow( shaderName, UIUtils.ShaderIcon );
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UIUtils.CurrentWindow = currentWindow;
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}
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Shader shader = UIUtils.CreateNewEmpty( uniquePath, shaderName );
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ProjectWindowUtil.ShowCreatedAsset( shader );
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}
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}
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public class DoCreateTemplateShader : EndNameEditAction
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{
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public override void Action( int instanceId, string pathName, string resourceFile )
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{
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string uniquePath = AssetDatabase.GenerateUniqueAssetPath( pathName );
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string shaderName = Path.GetFileName( uniquePath );
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if( !string.IsNullOrEmpty( UIUtils.NewTemplateGUID ) )
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{
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Shader shader = AmplifyShaderEditorWindow.CreateNewTemplateShader( UIUtils.NewTemplateGUID, uniquePath, shaderName );
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ProjectWindowUtil.ShowCreatedAsset( shader );
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}
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}
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}
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}
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