Made material property auto-rename procedure apply to Material Component at runtime. This ensures that an material property overrides and any gameplay scripts that work with property overrides can get the benefit of the material type version update procedure.

I added an ApplyPropertyRenames function to MaterialTypeAsset very similar to the one in MaterialTypeSourceData.
Updated the MaterialAssignment class to apply any property renames when it discovers the old name doesn't work. This will be written to disk when the level or prefab is saved.

Signed-off-by: santorac <55155825+santorac@users.noreply.github.com>
This commit is contained in:
santorac
2021-10-21 23:18:08 -07:00
parent a55d94217c
commit c6b209ace0
7 changed files with 172 additions and 1 deletions
@@ -129,6 +129,10 @@ namespace AZ
const AZStd::vector<MaterialVersionUpdate>& GetMaterialVersionUpdateList() const { return m_materialVersionUpdates; }
//! Possibly renames @propertyId based on the material version update steps.
//! @return true if the property was renamed
bool ApplyPropertyRenames(AZ::Name& propertyId) const;
private:
bool PostLoadInit() override;
@@ -44,6 +44,10 @@ namespace AZ
uint32_t GetVersion() const;
void SetVersion(uint32_t toVersion);
//! Possibly renames @propertyId based on the material version update steps.
//! @return true if the property was renamed
bool ApplyPropertyRenames(AZ::Name& propertyId) const;
//! Apply version updates to the given material asset.
//! @return true if any changes were made
@@ -169,6 +169,22 @@ namespace AZ
return m_version;
}
bool MaterialTypeAsset::ApplyPropertyRenames(AZ::Name& propertyId) const
{
bool renamed = false;
for (const auto& versionUpdates : m_materialVersionUpdates)
{
if (versionUpdates.ApplyPropertyRenames(propertyId))
{
renamed = true;
}
}
return renamed;
}
void MaterialTypeAsset::SetReady()
{
m_status = AssetStatus::Ready;
@@ -56,6 +56,22 @@ namespace AZ
{
m_toVersion = toVersion;
}
bool MaterialVersionUpdate::ApplyPropertyRenames(AZ::Name& propertyId) const
{
bool renamed = false;
for (const auto& action : m_actions)
{
if (action.m_fromPropertyId == propertyId)
{
propertyId = action.m_toPropertyId;
renamed = true;
}
}
return renamed;
}
bool MaterialVersionUpdate::ApplyVersionUpdates(MaterialAsset& materialAsset) const
{
@@ -1041,5 +1041,88 @@ namespace UnitTest
EXPECT_FALSE(materialTypeAsset->GetShaderCollection()[1].MaterialOwnsShaderOption(Name{"o_globalOption_inShaderB"}));
}
TEST_F(MaterialTypeAssetTests, ApplyPropertyRenames)
{
Data::Asset<MaterialTypeAsset> materialTypeAsset;
auto addRenameAction = [](MaterialVersionUpdate& versionUpdate, const char* from, const char* to)
{
versionUpdate.AddAction(MaterialVersionUpdate::RenamePropertyAction(
{
Name{ from },
Name{ to }
}));
};
MaterialTypeAssetCreator materialTypeCreator;
materialTypeCreator.Begin(Uuid::CreateRandom());
// Version updates
materialTypeCreator.SetVersion(10);
MaterialVersionUpdate versionUpdate2(2);
addRenameAction(versionUpdate2, "general.fooA", "general.fooB");
materialTypeCreator.AddVersionUpdate(versionUpdate2);
MaterialVersionUpdate versionUpdate4(4);
addRenameAction(versionUpdate4, "general.barA", "general.barB");
materialTypeCreator.AddVersionUpdate(versionUpdate4);
MaterialVersionUpdate versionUpdate6(6);
addRenameAction(versionUpdate6, "general.fooB", "general.fooC");
addRenameAction(versionUpdate6, "general.barB", "general.barC");
materialTypeCreator.AddVersionUpdate(versionUpdate6);
MaterialVersionUpdate versionUpdate7(7);
addRenameAction(versionUpdate7, "general.bazA", "otherGroup.bazB");
materialTypeCreator.AddVersionUpdate(versionUpdate7);
materialTypeCreator.BeginMaterialProperty(Name{ "general.fooC" }, MaterialPropertyDataType::Bool);
materialTypeCreator.EndMaterialProperty();
materialTypeCreator.BeginMaterialProperty(Name{ "general.barC" }, MaterialPropertyDataType::Bool);
materialTypeCreator.EndMaterialProperty();
materialTypeCreator.BeginMaterialProperty(Name{ "otherGroup.bazB" }, MaterialPropertyDataType::Bool);
materialTypeCreator.EndMaterialProperty();
EXPECT_TRUE(materialTypeCreator.End(materialTypeAsset));
AZ::Name propertyId;
propertyId = AZ::Name{"doesNotExist"};
EXPECT_FALSE(materialTypeAsset->ApplyPropertyRenames(propertyId));
EXPECT_STREQ(propertyId.GetCStr(), "doesNotExist");
propertyId = AZ::Name{"general.fooA"};
EXPECT_TRUE(materialTypeAsset->ApplyPropertyRenames(propertyId));
EXPECT_STREQ(propertyId.GetCStr(), "general.fooC");
propertyId = AZ::Name{"general.fooB"};
EXPECT_TRUE(materialTypeAsset->ApplyPropertyRenames(propertyId));
EXPECT_STREQ(propertyId.GetCStr(), "general.fooC");
propertyId = AZ::Name{"general.fooC"};
EXPECT_FALSE(materialTypeAsset->ApplyPropertyRenames(propertyId));
EXPECT_STREQ(propertyId.GetCStr(), "general.fooC");
propertyId = AZ::Name{"general.barA"};
EXPECT_TRUE(materialTypeAsset->ApplyPropertyRenames(propertyId));
EXPECT_STREQ(propertyId.GetCStr(), "general.barC");
propertyId = AZ::Name{"general.barB"};
EXPECT_TRUE(materialTypeAsset->ApplyPropertyRenames(propertyId));
EXPECT_STREQ(propertyId.GetCStr(), "general.barC");
propertyId = AZ::Name{"general.barC"};
EXPECT_FALSE(materialTypeAsset->ApplyPropertyRenames(propertyId));
EXPECT_STREQ(propertyId.GetCStr(), "general.barC");
propertyId = AZ::Name{"general.bazA"};
EXPECT_TRUE(materialTypeAsset->ApplyPropertyRenames(propertyId));
EXPECT_STREQ(propertyId.GetCStr(), "otherGroup.bazB");
propertyId = AZ::Name{"otherGroup.bazB"};
EXPECT_FALSE(materialTypeAsset->ApplyPropertyRenames(propertyId));
EXPECT_STREQ(propertyId.GetCStr(), "otherGroup.bazB");
}
}