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