3 using SiliconStudio.Paradox.Effects;
4 using SiliconStudio.Paradox.Games;
5 using SiliconStudio.Paradox.Games.ViewModel;
11 public void GenerateChildren(ViewModelContext context, IViewModelNode viewModelNode, ref
bool handled)
15 viewModelNode.Children.Add(
new ViewModelNode(
"Name",
new PropertyInfoViewModelContent(
new ParentNodeValueViewModelContent(), typeof(ComponentBase).GetProperty(
"Name"))));
16 viewModelNode.Children.Add(
new ViewModelNode(
"SubPasses", EnumerableViewModelContent.FromUnaryLambda<ViewModelReference, RenderPass>(
new ParentNodeValueViewModelContent(),
17 (renderPass) => renderPass.Passes != null
18 ? renderPass.Passes.Select(x =>
new ViewModelReference(x,
true))
19 : Enumerable.Empty<ViewModelReference>())));
void GenerateChildren(ViewModelContext context, IViewModelNode viewModelNode, ref bool handled)
RenderPass is a hierarchy that defines how to collect and render meshes.