Rasagar/Library/PackageCache/com.unity.visualeffectgraph/Editor/GraphView/Elements/VFXFlowEdge.cs
2024-08-26 23:07:20 +03:00

91 lines
2.5 KiB
C#

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