// TODO This is a workaround to avoid having a generic type for the anchor as generic types mess with USS.
        public static new VFXOutputDataAnchor Create(VFXDataAnchorController controller, VFXNodeUI node)
        {
            var anchor = new VFXOutputDataAnchor(controller.orientation, controller.direction, controller.portType, node);

            anchor.m_EdgeConnector = new EdgeConnector <VFXDataEdge>(anchor);
            anchor.controller      = controller;
            anchor.AddManipulator(anchor.m_EdgeConnector);
            return(anchor);
        }
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        public virtual VFXDataAnchor InstantiateDataAnchor(VFXDataAnchorController controller, VFXNodeUI node)
        {
            if (controller.direction == Direction.Input)
            {
                VFXEditableDataAnchor anchor = VFXEditableDataAnchor.Create(controller, node);

                return(anchor);
            }
            else
            {
                return(VFXOutputDataAnchor.Create(controller, node));
            }
        }