/// <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); }
/// <summary> /// Removes the connection of this port to the specified port if existant /// </summary> public void RemoveConnection(ConnectionPort port, bool silent = false) { #if UNITY_EDITOR if (silent == false && port != null) { // Undo record // Important: Copy variables used within anonymous functions within same level (this if block) for correct serialization! ConnectionPort port1 = this, port2 = port; UndoPro.UndoProManager.RecordOperation( () => NodeEditorUndoActions.DeleteConnection(port1, port2), () => NodeEditorUndoActions.CreateConnection(port1, port2), "Delete Connection"); } #endif if (port == null) { Debug.LogWarning("Cannot delete null port!"); //connections.RemoveAll (p => p != null); return; } if (!silent) { NodeEditorCallbacks.IssueOnRemoveConnection(this, port); } port.connections.Remove(this); connections.Remove(port); if (!silent) { body.canvas.OnNodeChange(body); } }
public void RemoveConnection() { if (!((UnityEngine.Object)connection == (UnityEngine.Object)null)) { NodeEditorCallbacks.IssueOnRemoveConnection(this); connection.connections.Remove(this); connection = null; NodeEditor.RecalculateFrom(body); } }
/// <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.curNodeCanvas.OnNodeChange(body); }
/// <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> /// Removes the connection of this port to the specified port if existant /// </summary> public void RemoveConnection(ConnectionPort port, bool silent = false) { Undo.RecordObjects(new [] { this, port }, "NodeEditor_连接移除保存"); if (port == null) { connections.RemoveAll(p => p != null); return; } if (!silent) { NodeEditorCallbacks.IssueOnRemoveConnection(this, port); } port.connections.Remove(this); connections.Remove(port); }
/// <summary> /// Removes the connection of this port to the specified port if existant /// </summary> public void RemoveConnection(ConnectionPort port, bool silent = false) { if (port == null) { connections.RemoveAll(p => p != null); return; } if (!silent) { NodeEditorCallbacks.IssueOnRemoveConnection(this, port); } port.connections.Remove(this); connections.Remove(port); if (!silent) { body.canvas.OnNodeChange(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); output.body.OnAddOutputConnection(output); body.OnAddInputConnection(this); NodeEditorCallbacks.IssueOnAddConnection(this); NodeEditor.curNodeCanvas.OnNodeChange(body); }
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); } }