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using UnityEngine;
namespace AmplifyShaderEditor
{
[System.Serializable]
public class WireBezierReference
{
private Rect m_boundingBox;
private int m_inNodeId;
private int m_inPortId;
private int m_outNodeId;
private int m_outPortId;
public WireBezierReference()
{
m_boundingBox = new Rect();
m_inNodeId = -1;
m_inPortId = -1;
m_outNodeId = -1;
m_outPortId = -1;
}
public WireBezierReference( ref Rect area, int inNodeId, int inPortId, int outNodeId, int outPortId )
{
UpdateInfo( ref area, inNodeId, inPortId, outNodeId, outPortId );
}
public void UpdateInfo( ref Rect area, int inNodeId, int inPortId, int outNodeId, int outPortId )
{
m_boundingBox = area;
m_inNodeId = inNodeId;
m_inPortId = inPortId;
m_outNodeId = outNodeId;
m_outPortId = outPortId;
}
public bool Contains( Vector2 position )
{
return m_boundingBox.Contains( position );
}
public void DebugDraw()
{
GUI.Label( m_boundingBox, string.Empty, UIUtils.GetCustomStyle( CustomStyle.MainCanvasTitle ));
}
public override string ToString()
{
return string.Format( "In node: {0} port: {1} -> Out node: {2} port: {3}", m_inNodeId, m_inPortId, m_outNodeId, m_outPortId );
}
public Rect BoundingBox { get { return m_boundingBox; } }
public int InNodeId { get { return m_inNodeId; } }
public int InPortId { get { return m_inPortId; } }
public int OutNodeId { get { return m_outNodeId; } }
public int OutPortId { get { return m_outPortId; } }
}
}