forked from BilalY/Rasagar
91 lines
2.5 KiB
C#
91 lines
2.5 KiB
C#
using UnityEngine;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEditor.Experimental.GraphView;
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using UnityEngine.UIElements;
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namespace UnityEditor.VFX.UI
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{
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internal class VFXFlowEdge : VFXEdge, IControlledElement<VFXFlowEdgeController>
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{
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public VFXFlowEdge()
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{
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this.AddStyleSheetPath("VFXFlowEdge");
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edgeControl.inputOrientation = Orientation.Vertical;
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edgeControl.outputOrientation = Orientation.Vertical;
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}
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void IControlledElement.OnControllerChanged(ref ControllerChangedEvent e)
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{
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if (e.controller == controller)
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{
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SelfChange();
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}
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}
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protected virtual void SelfChange()
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{
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if (controller != null)
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{
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VFXView view = GetFirstAncestorOfType<VFXView>();
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var newInput = view.GetFlowAnchorByController(controller.input);
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if (base.input != newInput)
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{
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if (base.input != null)
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{
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base.input.Disconnect(this);
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}
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base.input = newInput;
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base.input.Connect(this);
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}
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var newOutput = view.GetFlowAnchorByController(controller.output);
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if (base.output != newOutput)
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{
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if (base.output != null)
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{
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base.output.Disconnect(this);
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}
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base.output = newOutput;
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base.output.Connect(this);
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}
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}
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edgeControl.UpdateLayout();
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}
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VFXFlowEdgeController m_Controller;
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Controller IControlledElement.controller
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{
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get { return m_Controller; }
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}
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public VFXFlowEdgeController controller
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{
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get { return m_Controller; }
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set
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{
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if (m_Controller != null)
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{
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m_Controller.UnregisterHandler(this);
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}
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m_Controller = value;
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if (m_Controller != null)
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{
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m_Controller.RegisterHandler(this);
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}
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}
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}
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public new VFXFlowAnchor input
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{
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get { return base.input as VFXFlowAnchor; }
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}
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public new VFXFlowAnchor output
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{
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get { return base.output as VFXFlowAnchor; }
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}
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}
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}
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