//If running in the Unity Editor
#if UNITY_EDITOR
    //Initializes the blueprint function instance
    public override void Initialize()
    {
        //Initialize the blueprint node function
        inputExecutionConnection = new BlueprintConnectionInputExecution();
        inputExecutionConnection.Initialize(blueprintID, nodeID, 0, true);
        outputExecutionConnection = new BlueprintConnectionOutputExecution();
        outputExecutionConnection.Initialize(blueprintID, nodeID, 0, false);
    }
Ejemplo n.º 2
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    //If running in the Unity Editor
#if UNITY_EDITOR
    //Initializes the blueprint node set set local rotation instance
    public override void Initialize()
    {
        //Initialize the blueprint node set set local rotation
        inputExecutionConnection = new BlueprintConnectionInputExecution();
        inputExecutionConnection.Initialize(blueprintID, nodeID, 0, true);
        outputExecutionConnection = new BlueprintConnectionOutputExecution();
        outputExecutionConnection.Initialize(blueprintID, nodeID, 0, false);
        connections.Add(new BlueprintConnectionAttributeInputQuaternion());
        connections[connections.Count - 1].Initialize(blueprintID, nodeID, 1, true);
    }
Ejemplo n.º 3
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//If running in the Unity Editor
#if UNITY_EDITOR
    //Initializes the blueprint node set set position instance
    public override void Initialize()
    {
        //Initialize the blueprint node set set position
        inputExecutionConnection = new BlueprintConnectionInputExecution();
        inputExecutionConnection.Initialize(blueprintID, nodeID, 0, true);
        outputExecutionConnection = new BlueprintConnectionOutputExecution();
        outputExecutionConnection.Initialize(blueprintID, nodeID, 0, false);
        connections.Add(new BlueprintConnectionAttributeInputTransform());
        connections[connections.Count - 1].Initialize(blueprintID, nodeID, 1, true);
        connections.Add(new BlueprintConnectionAttributeInputVector3());
        connections[connections.Count - 1].Initialize(blueprintID, nodeID, 2, true);
    }
Ejemplo n.º 4
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//If running in the Unity Editor
#if UNITY_EDITOR
    //Initializes the blueprint node set set audio clip instance
    public override void Initialize()
    {
        //Initialize the blueprint node set set audio clip instance
        inputExecutionConnection = new BlueprintConnectionInputExecution();
        inputExecutionConnection.Initialize(blueprintID, nodeID, 0, true);
        outputExecutionConnection = new BlueprintConnectionOutputExecution();
        outputExecutionConnection.Initialize(blueprintID, nodeID, 0, false);
        connections.Add(new BlueprintConnectionAttributeInputAudioSource());
        connections[connections.Count - 1].Initialize(blueprintID, nodeID, 1, true);
        connections.Add(new BlueprintConnectionAttributeInputAudioClip());
        connections[connections.Count - 1].Initialize(blueprintID, nodeID, 2, true);
    }
Ejemplo n.º 5
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//If running in the Unity Editor
#if UNITY_EDITOR
    //Initializes the blueprint node set set bool instance
    public override void Initialize()
    {
        //Initialize the blueprint node set set bool
        inputExecutionConnection = new BlueprintConnectionInputExecution();
        inputExecutionConnection.Initialize(blueprintID, nodeID, 0, true);
        outputExecutionConnection = new BlueprintConnectionOutputExecution();
        outputExecutionConnection.Initialize(blueprintID, nodeID, 0, false);
        connections.Add(new BlueprintConnectionAttributeInputAnimator());
        connections[connections.Count - 1].Initialize(blueprintID, nodeID, 1, true);
        connections.Add(new BlueprintConnectionAttributeInputString());
        connections[connections.Count - 1].Initialize(blueprintID, nodeID, 2, true);
        connections.Add(new BlueprintConnectionAttributeInputBool());
        connections[connections.Count - 1].Initialize(blueprintID, nodeID, 3, true);
    }
    //Initialize the blueprint node blueprint
    public override void Initialize()
    {
        //Initialize the blueprint node blueprint input and output execution connections
        inputExecutionConnection = new BlueprintConnectionInputExecution();
        inputExecutionConnection.Initialize(blueprintID, nodeID, 0, true);
        outputExecutionConnection = new BlueprintConnectionOutputExecution();
        outputExecutionConnection.Initialize(blueprintID, nodeID, 0, false);

        //If the blueprint JSON is valid
        if (blueprintJSON != "")
        {
            //Initialize the blueprint node blueprint from the blueprint filepath
            editorBlueprint = new Blueprint(blueprintFilepath);
            editorBlueprint.Load();
        }
        //Otherwise
        else
        {
            //Initialize the blueprint node blueprint from the blueprint filepath
            editorBlueprint = new Blueprint(blueprintFilepath);
            editorBlueprint.Load();
        }

        //For each node in the blueprint
        for (int nodeIndex = 0; nodeIndex < editorBlueprint.GetBlueprintNodeCount(); nodeIndex++)
        {
            //If the blueprint node is a variable
            if (editorBlueprint.GetBlueprintNodeAt(nodeIndex) as BlueprintNodeVariable != null)
            {
                //Add input connection
                connections.Add(((BlueprintNodeVariable)editorBlueprint.GetBlueprintNodeAt(nodeIndex)).GenerateInputConnection());
                connections[connections.Count - 1].Initialize(blueprintID, nodeID, connections.Count, true);
            }
        }

        //Update the blueprint JSON string
        blueprintJSON = editorBlueprint.ConvertToJSON();
    }