using System; using System.Collections.Generic; using System.Linq; using UnityEngine; using UnityEngine.Serialization; using UnityEngine.VFX; using System.Text; namespace UnityEditor.VFX { class VFXDataSpawner : VFXData { public override VFXDataType type => VFXDataType.SpawnEvent; public override void Sanitize(int version) { base.Sanitize(version); while (m_Owners.Count > 1) { m_Owners.Last().SetDefaultData(true); } } public override void CopySettings(T dst) { //There is nothing serialized here } public override void GenerateAttributeLayout(Dictionary[]> effectiveFlowInputLinks) { } public override string GetAttributeDataDeclaration(VFXAttributeMode mode) { throw new NotImplementedException(); } public override VFXDeviceTarget GetCompilationTarget(VFXContext context) { return VFXDeviceTarget.CPU; } public override string GetLoadAttributeCode(VFXAttribute attrib, VFXAttributeLocation location) { throw new NotImplementedException(); } public override string GetStoreAttributeCode(VFXAttribute attrib, string value) { throw new NotImplementedException(); } } }