protected override void ProcessInputs(out bool processAllOutputs) { if (in1.GetDataType() == typeof(Vector2)) { //vec2 Vector2 vec1 = (Vector2)in1.GetData(); Vector2 vec2 = (Vector2)in2.GetData(); outp.SetData(Vec2Operation(vec1, vec2)); } else if (in1.GetDataType() == typeof(Vector3)) { //vec3 Vector3 vec1 = (Vector3)in1.GetData(); Vector3 vec2 = (Vector3)in2.GetData(); outp.SetData(Vec3Operation(vec1, vec2)); } else if (in1.GetDataType() == typeof(float)) { //float float f1 = (float)in1.GetData(); float f2 = (float)in2.GetData(); outp.SetData(FloatOperation(f1, f2)); } else { Debug.LogError("type f****d in the butt, this shouldn't happen (AddNode)"); } processAllOutputs = true; }
protected override void ProcessInputs(out bool processAllOutputs) { if (in1.GetDataType() == typeof(float)) { //multiply 2 float float v = (float)in1.GetData(); float m = (float)inMult.GetData(); outResult.SetData(v * m); } else if (in1.GetDataType() == typeof(Vector2)) { //multiply vector2 and float Vector2 v = (Vector2)in1.GetData(); float m = (float)inMult.GetData(); outResult.SetData(v * m); } else if (in1.GetDataType() == typeof(Vector3)) { //multiply vec3 and float Vector3 v = (Vector3)in1.GetData(); float m = (float)inMult.GetData(); outResult.SetData(v * m); } processAllOutputs = true; }
protected override void OnUpdate() { if (!hasProcessedThisFrame) { if (checkManuallyX || checkManuallyY || checkManuallyZ) { //if any of the inputs are not filled if (!checkManuallyX && inX.hasData) { //there is smtg plugged in X data.x = (float)inX.GetData(); inX.hasData = false; } if (!checkManuallyY && inY.hasData) { //there is smtg plugged in Y data.y = (float)inY.GetData(); inY.hasData = false; } if (!checkManuallyZ && inZ.hasData) { data.z = (float)inZ.GetData(); inZ.hasData = false; } } outputs[0].SetData(data.ToVector()); ProcessAllOutputs(); } hasProcessedThisFrame = false; }
protected override void ProcessInputs(out bool processAllOutputs) { if (in1.GetDataType() == typeof(Vector2)) { //vector2 Vector2 vect = (Vector2)in1.GetData(); x.SetData(vect.x); y.SetData(vect.y); magn.SetData(vect.magnitude); } else { //vector3 Vector3 vect = (Vector3)in1.GetData(); x.SetData(vect.x); y.SetData(vect.y); z.SetData(vect.z); magn.SetData(vect.magnitude); } processAllOutputs = true; }
protected override void ProcessInputs(out bool processAllOutputs) { if (!waiting) { //we know the input has data so we can start waiting now waitTime = (float)inTime.GetData(); waiting = true; startTime = Time.time; savedDataIn = input.GetData(); //save the data, wait some time and put the data on the output, //if this is a flow a data the data is gonna be offset by some time } processAllOutputs = false; }
protected override void ProcessInputs(out bool processAllOutputs) { variables[varName].SetData(inp.GetData()); processAllOutputs = false; }