Init
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using System;
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using UnityEngine;
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namespace AmplifyShaderEditor
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{
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[Serializable]
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[NodeAttributes( "Relay", "Miscellaneous", "Relay" )]
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public sealed class RelayNode : ParentNode
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{
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protected override void CommonInit( int uniqueId )
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{
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base.CommonInit( uniqueId );
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AddInputPort( WirePortDataType.OBJECT, false, Constants.EmptyPortValue );
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m_inputPorts[ 0 ].SetFreeForAll();
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AddOutputPort( WirePortDataType.OBJECT, Constants.EmptyPortValue );
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m_previewShaderGUID = "74e4d859fbdb2c0468de3612145f4929";
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}
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public override void OnInputPortConnected( int portId, int otherNodeId, int otherPortId, bool activateNode = true )
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{
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base.OnInputPortConnected( portId, otherNodeId, otherPortId, activateNode );
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m_inputPorts[ 0 ].MatchPortToConnection();
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m_outputPorts[ 0 ].ChangeType( m_inputPorts[ 0 ].DataType, false );
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}
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public override void OnConnectedOutputNodeChanges( int outputPortId, int otherNodeId, int otherPortId, string name, WirePortDataType type )
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{
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base.OnConnectedOutputNodeChanges( outputPortId, otherNodeId, otherPortId, name, type );
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m_inputPorts[ 0 ].MatchPortToConnection();
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m_outputPorts[ 0 ].ChangeType( m_inputPorts[ 0 ].DataType, false );
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}
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public override string GenerateShaderForOutput( int outputId, ref MasterNodeDataCollector dataCollector, bool ignoreLocalvar )
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{
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base.GenerateShaderForOutput( outputId, ref dataCollector, ignoreLocalvar );
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return m_inputPorts[ 0 ].GenerateShaderForOutput( ref dataCollector, m_inputPorts[ 0 ].DataType, ignoreLocalvar );
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}
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}
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}
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