private ConnectInternal ( |
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source | ||
target | ||
sourceOutputPort | int | |
targetInputPort | int | |
return | bool |
/// <summary> /// <para>Connects two Playables together.</para> /// </summary> /// <param name="source">Playable to be used as input.</param> /// <param name="target">Playable on which the input will be connected.</param> /// <param name="sourceOutputPort">Optional index of the output on the source Playable.</param> /// <param name="targetInputPort">Optional index of the input on the target Playable.</param> /// <returns> /// <para>Returns false if the operation could not be completed.</para> /// </returns> public static bool Connect(Playable source, Playable target, int sourceOutputPort, int targetInputPort) { if (!Playable.CheckPlayableValidity(source, "source") && !Playable.CheckPlayableValidity(target, "target") || source != (Playable)null && !source.CheckInputBounds(sourceOutputPort, true) || !target.CheckInputBounds(targetInputPort, true)) { return(false); } return(Playable.ConnectInternal(source, target, sourceOutputPort, targetInputPort)); }
/// <summary> /// <para>Connects two Playables together.</para> /// </summary> /// <param name="source">Playable to be used as input.</param> /// <param name="target">Playable on which the input will be connected.</param> /// <param name="sourceOutputPort">Optional index of the output on the source Playable.</param> /// <param name="targetInputPort">Optional index of the input on the target Playable.</param> /// <returns> /// <para>Returns false if the operation could not be completed.</para> /// </returns> public static bool Connect(Playable source, Playable target, int sourceOutputPort, int targetInputPort) { return((Playable.CheckPlayableValidity(source, "source") || Playable.CheckPlayableValidity(target, "target")) && (!(source != null) || source.CheckInputBounds(sourceOutputPort, true)) && target.CheckInputBounds(targetInputPort, true) && Playable.ConnectInternal(source, target, sourceOutputPort, targetInputPort)); }