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