Exemple #1
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        static void DrawEdge(Graphs.Edge edge, Color color)
        {
            var p1 = GetPositionAsFromSlot(edge.fromSlot);
            var p2 = GetPositionAsToSlot(edge.toSlot);

            DrawEdge(p1, p2, color * edge.color);
        }
Exemple #2
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        static void DrawEdge(Graphs.Edge edge, Color color)
        {
            var p1 = GetPositionAsFromSlot(edge.fromSlot);
            var p2 = GetPositionAsToSlot(edge.toSlot);

            DrawEdge(p1, p2, color * edge.color, EdgeTriggersTracker.GetTimings(edge));
        }
Exemple #3
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 public EdgeInfo GetEdgeInfo(UnityEditor.Graphs.Edge edge)
 {
     if (edge.toSlot == null)
     {
         return(null);
     }
     return(this.m_ConnectedSlotsCache[GenerateConnectionKey(edge.fromSlot.node, edge.toSlot.node)]);
 }
Exemple #4
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        // Remove a connection between slots.
        public override void RemoveEdge(Graphs.Edge edge)
        {
            if (_isEditing)
            {
                var fromSlot = edge.fromSlot;
                var toSlot   = edge.toSlot;

                // Make this operation undoable.
                var fromNodeRuntime = ((Node)fromSlot.node).runtimeInstance;
                Undo.RecordObject(fromNodeRuntime, "Disconnect");

                // Remove the serialized event.
                ConnectionTools.DisconnectSlots(fromSlot, toSlot);
            }

            base.RemoveEdge(edge);
        }
 public override void Connect(UnityEditor.Graphs.AnimationStateMachine.Node toNode, UnityEditor.Graphs.Edge edge)
 {
     if (toNode is StateNode)
     {
         base.graphGUI.stateMachineGraph.activeStateMachine.AddStateMachineTransition(this.stateMachine, (toNode as StateNode).state);
         base.graphGUI.stateMachineGraph.RebuildGraph();
     }
     else if (toNode is StateMachineNode)
     {
         UnityEditor.Graphs.AnimationStateMachine.Node.GenericMenuForStateMachineNode(toNode as StateMachineNode, true, delegate(object data) {
             if (data is AnimatorState)
             {
                 base.graphGUI.stateMachineGraph.activeStateMachine.AddStateMachineTransition(this.stateMachine, data as AnimatorState);
             }
             else
             {
                 base.graphGUI.stateMachineGraph.activeStateMachine.AddStateMachineTransition(this.stateMachine, data as AnimatorStateMachine);
             }
             base.graphGUI.stateMachineGraph.RebuildGraph();
         });
     }
     else if (toNode is ExitNode)
     {
         base.graphGUI.stateMachineGraph.activeStateMachine.AddStateMachineExitTransition(this.stateMachine);
         base.graphGUI.stateMachineGraph.RebuildGraph();
     }
 }
 public override void Connect(UnityEditor.Graphs.AnimationStateMachine.Node toNode, UnityEditor.Graphs.Edge edge)
 {
     if (toNode is StateNode)
     {
         if (this.draggingDefaultState)
         {
             this.m_StateMachine.defaultState = (toNode as StateNode).state;
         }
         else
         {
             this.m_StateMachine.AddEntryTransition((toNode as StateNode).state);
         }
         base.graphGUI.stateMachineGraph.RebuildGraph();
     }
     else if (toNode is StateMachineNode)
     {
 public override void Connect(UnityEditor.Graphs.AnimationStateMachine.Node toNode, UnityEditor.Graphs.Edge edge)
 {
     if (toNode is StateNode)
     {
         base.graphGUI.stateMachineGraph.rootStateMachine.AddAnyStateTransition((toNode as StateNode).state);
         base.graphGUI.stateMachineGraph.RebuildGraph();
     }
     if (toNode is StateMachineNode)
     {
         StateMachineNode node = toNode as StateMachineNode;
         if (node.stateMachine != base.graphGUI.parentStateMachine)
         {
             UnityEditor.Graphs.AnimationStateMachine.Node.GenericMenuForStateMachineNode(toNode as StateMachineNode, true, delegate(object data) {
                 if (data is AnimatorState)
                 {
                     base.graphGUI.stateMachineGraph.rootStateMachine.AddAnyStateTransition(data as AnimatorState);
                 }
                 else if (data is AnimatorStateMachine)
                 {
                     base.graphGUI.stateMachineGraph.rootStateMachine.AddAnyStateTransition(data as AnimatorStateMachine);
                 }
                 base.graphGUI.stateMachineGraph.RebuildGraph();
             });
         }
     }
     if (toNode is EntryNode)
     {
         base.graphGUI.stateMachineGraph.rootStateMachine.AddAnyStateTransition(base.graphGUI.activeStateMachine);
     }
 }
Exemple #8
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 public virtual void Connect(UnityEditor.Graphs.AnimationStateMachine.Node toNode, UnityEditor.Graphs.Edge edge)
 {
 }