/// <summary> /// Removes the connection from NodeInput. /// </summary> public static void RemoveConnection(NodeInput input) { NodeEditorCallbacks.IssueOnRemoveConnection(input); input.connection.connections.Remove(input); input.connection = null; NodeEditor.RecalculateFrom(input.body); }
/// <summary> /// Applies a connection between the passed NodeOutput and this NodeInput. 'CanApplyConnection' has to be checked before to avoid interferences! /// </summary> public void ApplyConnection(NodeOutput output) { if (output == null) { return; } if (connection != null) { NodeEditorCallbacks.IssueOnRemoveConnection(this); connection.connections.Remove(this); } connection = output; output.connections.Add(this); if (!output.body.calculated) { NodeEditor.RecalculateFrom(output.body); } else { NodeEditor.RecalculateFrom(body); } output.body.OnAddOutputConnection(output); body.OnAddInputConnection(this); NodeEditorCallbacks.IssueOnAddConnection(this); }
public void RemoveConnection() { if (!((UnityEngine.Object)connection == (UnityEngine.Object)null)) { NodeEditorCallbacks.IssueOnRemoveConnection(this); connection.connections.Remove(this); connection = null; NodeEditor.RecalculateFrom(body); } }
protected internal void InitBase() { NodeEditor.RecalculateFrom(this); if (!((UnityEngine.Object)NodeEditor.curNodeCanvas == (UnityEngine.Object)null) && NodeEditor.curNodeCanvas.nodes != null) { if (!NodeEditor.curNodeCanvas.nodes.Contains(this)) { NodeEditor.curNodeCanvas.nodes.Add(this); } NodeEditor.RepaintClients(); } }
/// <summary> /// Removes the connection from this NodeInput /// </summary> public void RemoveConnection() { if (connection == null) { return; } NodeEditorCallbacks.IssueOnRemoveConnection(this); connection.connections.Remove(this); connection = null; NodeEditor.RecalculateFrom(body); }
/// <summary> /// Init the Node Base after the Node has been created. This includes adding to canvas, and to calculate for the first time /// </summary> protected virtual void InitBase() { NodeEditor.RecalculateFrom(this); if (!NodeEditor.curNodeCanvas.nodes.Contains(this)) { NodeEditor.curNodeCanvas.nodes.Add(this); } #if UNITY_EDITOR if (String.IsNullOrEmpty(name)) { name = UnityEditor.ObjectNames.NicifyVariableName(GetID); } #endif NodeEditor.RepaintClients(); }
/// <summary> /// Applies a connection between output and input. 'CanApplyConnection' has to be checked before /// </summary> public static void ApplyConnection(NodeOutput output, NodeInput input) { if (input != null && output != null) { if (input.connection != null) { input.connection.connections.Remove(input); } input.connection = output; output.connections.Add(input); NodeEditor.RecalculateFrom(input.body); NodeEditorCallbacks.IssueOnAddConnection(input); } }
public void ApplyConnection(NodeOutput output) { if (!((UnityEngine.Object)output == (UnityEngine.Object)null)) { if ((UnityEngine.Object)connection != (UnityEngine.Object)null) { NodeEditorCallbacks.IssueOnRemoveConnection(this); connection.connections.Remove(this); } connection = output; output.connections.Add(this); if (!output.body.calculated) { NodeEditor.RecalculateFrom(output.body); } else { NodeEditor.RecalculateFrom(body); } output.body.OnAddOutputConnection(output); body.OnAddInputConnection(this); NodeEditorCallbacks.IssueOnAddConnection(this); } }