public override void BeginSetup() { input = new AnyTypeInput(this); inTime = new MultiDataInput(this, new List <Type>(new Type[] { typeof(float) })); inputs.Add(input); inputs.Add(inTime); }
public void UpdateInputs() { SortIns(); for (int i = 0; i < groupIns.Count; i++) { if (inputs.Count > i) { //update current input MultiDataInput inp = (MultiDataInput)inputs[i]; GroupInputNode node = (GroupInputNode)groupIns[i].node; if (!inp.GetAllowedDataTypes().Contains(node.dataType)) { inp.SetAllowedDataTypes(new List <Type>(new Type[] { node.dataType })); } } else { //create new input GroupInputNode node = (GroupInputNode)groupIns[i].node; MultiDataInput inp = new MultiDataInput(this, new List <Type>(new Type[] { node.dataType })); inputs.Add(inp); } } //supprime les autres inputs while (inputs.Count > groupIns.Count) { inputs.RemoveAt(groupIns.Count); } }
public override void BeginSetup() { in1 = new MultiDataInput(this, new List <Type>(new Type[] { typeof(Vector2), typeof(Vector3), typeof(float) })); inMult = new FloatInput(this); inputs.Add(in1); inputs.Add(inMult); }
public override void BeginSetup() { in1 = new MultiDataInput(this, new List <Type>(new Type[] { typeof(Vector2), typeof(Vector3), typeof(float) })); in2 = new MultiDataInput(this, new List <Type>(new Type[] { typeof(Vector2), typeof(Vector3), typeof(float) })); outp = new AnyTypeOutput(this, typeof(object)); inputs.Add(in1); inputs.Add(in2); }
public override void BeginSetup() { outputs.Add(new Vector3Output(this)); inX = new MultiDataInput(this, new List <Type>(new Type[] { typeof(float) })); inY = new MultiDataInput(this, new List <Type>(new Type[] { typeof(float) })); inZ = new MultiDataInput(this, new List <Type>(new Type[] { typeof(float) })); inputs.AddRange(new Input[] { inX, inY, inZ }); }
public override void BeginSetup() { outputs.Add(new Vector2Output(this)); inX = new MultiDataInput(this, new List <Type>(new Type[] { typeof(float) })); inY = new MultiDataInput(this, new List <Type>(new Type[] { typeof(float) })); inputs.Add(inX); inputs.Add(inY); }
public override void BeginSetup() { x = new FloatOutput(this); y = new FloatOutput(this); z = new FloatOutput(this); magn = new FloatOutput(this); in1 = new MultiDataInput(this, new List <Type>(new Type[] { typeof(Vector2), typeof(Vector3) })); inputs.Add(in1); }
public override void BeginSetup() { List <Type> allowedIn = new List <Type>(); allowedIn.AddRange(new Type[] { typeof(float), typeof(bool), typeof(Vector2), typeof(Vector3) }); MultiDataInput in1 = new MultiDataInput(this, allowedIn); inputs.Add(in1); outputs.Add(new BoolOutput(this)); }
public override void BeginSetup() { inp = new MultiDataInput(this, new List <Type>(new Type[] { typeof(Vector2) })); outp = new AnyTypeOutput(this, typeof(Vector2)); outp.onConnect = OnOutputChange; outp.onDisconnect = OnOutputChange; inputs.Add(inp); outputs.Add(outp); SetVariableName(""); //ya pas d'output tant que c'est pas un nom de variable valid }