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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; } }
- }
- }
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