//If running in the Unity Editor #if UNITY_EDITOR //Initializes the blueprint function instance public override void Initialize() { //Initialize the blueprint node function inputExecutionConnection = new BlueprintConnectionInputExecution(); inputExecutionConnection.Initialize(blueprintID, nodeID, 0, true); outputExecutionConnection = new BlueprintConnectionOutputExecution(); outputExecutionConnection.Initialize(blueprintID, nodeID, 0, false); }
//If running in the Unity Editor #if UNITY_EDITOR //Initializes the blueprint node set set local rotation instance public override void Initialize() { //Initialize the blueprint node set set local rotation inputExecutionConnection = new BlueprintConnectionInputExecution(); inputExecutionConnection.Initialize(blueprintID, nodeID, 0, true); outputExecutionConnection = new BlueprintConnectionOutputExecution(); outputExecutionConnection.Initialize(blueprintID, nodeID, 0, false); connections.Add(new BlueprintConnectionAttributeInputQuaternion()); connections[connections.Count - 1].Initialize(blueprintID, nodeID, 1, true); }
//If running in the Unity Editor #if UNITY_EDITOR //Initializes the blueprint node set set position instance public override void Initialize() { //Initialize the blueprint node set set position inputExecutionConnection = new BlueprintConnectionInputExecution(); inputExecutionConnection.Initialize(blueprintID, nodeID, 0, true); outputExecutionConnection = new BlueprintConnectionOutputExecution(); outputExecutionConnection.Initialize(blueprintID, nodeID, 0, false); connections.Add(new BlueprintConnectionAttributeInputTransform()); connections[connections.Count - 1].Initialize(blueprintID, nodeID, 1, true); connections.Add(new BlueprintConnectionAttributeInputVector3()); connections[connections.Count - 1].Initialize(blueprintID, nodeID, 2, true); }
//If running in the Unity Editor #if UNITY_EDITOR //Initializes the blueprint node set set audio clip instance public override void Initialize() { //Initialize the blueprint node set set audio clip instance inputExecutionConnection = new BlueprintConnectionInputExecution(); inputExecutionConnection.Initialize(blueprintID, nodeID, 0, true); outputExecutionConnection = new BlueprintConnectionOutputExecution(); outputExecutionConnection.Initialize(blueprintID, nodeID, 0, false); connections.Add(new BlueprintConnectionAttributeInputAudioSource()); connections[connections.Count - 1].Initialize(blueprintID, nodeID, 1, true); connections.Add(new BlueprintConnectionAttributeInputAudioClip()); connections[connections.Count - 1].Initialize(blueprintID, nodeID, 2, true); }
//Initializes the blueprint node compare instance public override void Initialize() { //Perform base initialization base.Initialize(); //Initialize the blueprint node compare inputExecutionConnection = new BlueprintConnectionInputExecution(); inputExecutionConnection.Initialize(blueprintID, nodeID, 0, true); connections.Add(new BlueprintConnectionOutputExecution()); connections[connections.Count - 1].Initialize(blueprintID, nodeID, 2, false); connections.Add(new BlueprintConnectionOutputExecution()); connections[connections.Count - 1].Initialize(blueprintID, nodeID, 3, false); }
//If running in the Unity Editor #if UNITY_EDITOR //Initializes the blueprint node set set bool instance public override void Initialize() { //Initialize the blueprint node set set bool inputExecutionConnection = new BlueprintConnectionInputExecution(); inputExecutionConnection.Initialize(blueprintID, nodeID, 0, true); outputExecutionConnection = new BlueprintConnectionOutputExecution(); outputExecutionConnection.Initialize(blueprintID, nodeID, 0, false); connections.Add(new BlueprintConnectionAttributeInputAnimator()); connections[connections.Count - 1].Initialize(blueprintID, nodeID, 1, true); connections.Add(new BlueprintConnectionAttributeInputString()); connections[connections.Count - 1].Initialize(blueprintID, nodeID, 2, true); connections.Add(new BlueprintConnectionAttributeInputBool()); connections[connections.Count - 1].Initialize(blueprintID, nodeID, 3, true); }
//Initialize the blueprint node blueprint public override void Initialize() { //Initialize the blueprint node blueprint input and output execution connections inputExecutionConnection = new BlueprintConnectionInputExecution(); inputExecutionConnection.Initialize(blueprintID, nodeID, 0, true); outputExecutionConnection = new BlueprintConnectionOutputExecution(); outputExecutionConnection.Initialize(blueprintID, nodeID, 0, false); //If the blueprint JSON is valid if (blueprintJSON != "") { //Initialize the blueprint node blueprint from the blueprint filepath editorBlueprint = new Blueprint(blueprintFilepath); editorBlueprint.Load(); } //Otherwise else { //Initialize the blueprint node blueprint from the blueprint filepath editorBlueprint = new Blueprint(blueprintFilepath); editorBlueprint.Load(); } //For each node in the blueprint for (int nodeIndex = 0; nodeIndex < editorBlueprint.GetBlueprintNodeCount(); nodeIndex++) { //If the blueprint node is a variable if (editorBlueprint.GetBlueprintNodeAt(nodeIndex) as BlueprintNodeVariable != null) { //Add input connection connections.Add(((BlueprintNodeVariable)editorBlueprint.GetBlueprintNodeAt(nodeIndex)).GenerateInputConnection()); connections[connections.Count - 1].Initialize(blueprintID, nodeID, connections.Count, true); } } //Update the blueprint JSON string blueprintJSON = editorBlueprint.ConvertToJSON(); }