FateViewer/Assets/AmplifyShaderEditor/Plugins/Editor/Menu/NodeWireReferencesUtils.cs

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C#
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2023-10-09 00:51:40 +08:00
using UnityEngine;
namespace AmplifyShaderEditor
{
public class NodeWireReferencesUtils
{
public WireReference InputPortReference = new WireReference();
public WireReference SwitchPortReference = new WireReference();
public WireReference OutputPortReference = new WireReference();
public Vector2 SnapPosition = Vector2.zero;
public bool SnapEnabled = false;
public WireReference SnapPort = new WireReference();
public bool ValidReferences()
{
return ( InputPortReference.IsValid || OutputPortReference.IsValid );
}
public void InvalidateReferences()
{
InputPortReference.Invalidate();
OutputPortReference.Invalidate();
SnapPort.Invalidate();
SnapEnabled = false;
}
public void SetOutputReference( int nodeId, int portId, WirePortDataType dataType, bool typeLocked )
{
if( InputPortReference.IsValid )
InputPortReference.Invalidate();
OutputPortReference.SetReference( nodeId, portId, dataType, typeLocked );
}
public void SetInputReference( int nodeId, int portId, WirePortDataType dataType, bool typeLocked )
{
if( OutputPortReference.IsValid )
OutputPortReference.Invalidate();
InputPortReference.SetReference( nodeId, portId, dataType, typeLocked );
}
public void ActivateSnap( Vector2 position, WirePort port )
{
SnapPort.SetReference( port );
SnapEnabled = true;
SnapPosition = position;
}
public void DeactivateSnap()
{
SnapEnabled = false;
SnapPort.Invalidate();
}
}
}