protected override void AfterExecution(IExecutionContext context, ExecutionOutputs outputs) { AfterExecutionCount++; if (_afterExecutionOutputs != null) { outputs.Outputs = _afterExecutionOutputs; } }
public void AddExecutionOutPutPort(string portName) { var newport = new GameObject(); newport.AddComponent <ExecutionPortModel>(); // initialze the port newport.GetComponent <ExecutionPortModel>().init(this, ExecutionOutputs.Count, PortModel.porttype.output, portName); var currentPort = newport.GetComponent <ExecutionPortModel>(); // registers a listener on the port so it gets updates about the nodes property changes // we use this to let the port notify it's attached connectors that they need to update this.PropertyChanged += currentPort.NodePropertyChangeEventHandler; newport.GetComponent <ExecutionPortModel>().PortConnected += PortConnected; newport.GetComponent <ExecutionPortModel>().PortDisconnected += PortDisconnected; ExecutionOutputs.Add(currentPort); }
protected override Task AfterExecutionAsync(IExecutionContext context, ExecutionOutputs outputs) { AfterExecutionAsyncCount++; return(Task.CompletedTask); }