protected override void AfterExecution(IExecutionContext context, ExecutionOutputs outputs)
 {
     AfterExecutionCount++;
     if (_afterExecutionOutputs != null)
     {
         outputs.Outputs = _afterExecutionOutputs;
     }
 }
Exemple #2
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    public void AddExecutionOutPutPort(string portName)
    {
        var newport = new GameObject();

        newport.AddComponent <ExecutionPortModel>();
        // initialze the port
        newport.GetComponent <ExecutionPortModel>().init(this, ExecutionOutputs.Count, PortModel.porttype.output, portName);
        var currentPort = newport.GetComponent <ExecutionPortModel>();

        // registers a listener on the port so it gets updates about the nodes property changes
        // we use this to let the port notify it's attached connectors that they need to update
        this.PropertyChanged += currentPort.NodePropertyChangeEventHandler;
        newport.GetComponent <ExecutionPortModel>().PortConnected    += PortConnected;
        newport.GetComponent <ExecutionPortModel>().PortDisconnected += PortDisconnected;
        ExecutionOutputs.Add(currentPort);
    }
 protected override Task AfterExecutionAsync(IExecutionContext context, ExecutionOutputs outputs)
 {
     AfterExecutionAsyncCount++;
     return(Task.CompletedTask);
 }