public void Setup(object value, int ID, WorldSpaceUI UI, InputCanvas.InputElements elements, bool isVariable = false, string variableName = "constant") { this.value = value; this.UI = UI; this.elements = elements; this.isVariable = isVariable; this.VariableName = variableName; this.ID = ID; ///Reusing the Constant code for variables too, will fix semantics later if (this.isVariable) { this.originalColor = Color.Lerp(Color.red, Color.yellow, 0.5f).SetAlpha(); this.elements.Button.GetComponent <Image>().color = this.originalColor; } else { this.originalColor = this.elements.Button.GetComponent <Image>().color; } gameObject.GetComponent <Button>().onClick.AddListener(this.OnClick); }
public void RegisterDirectInputClick(DirectInputNode node, ParameterNode paraNodeIn = null) { var paraNode = this.lastClickedParameter; if (paraNodeIn != null) { paraNode = paraNodeIn; } if (paraNode != null) { if (node.elements.Used) { Debug.Log("constant already used"); return; } this.connTracker.TrackParameterAssignConstant(paraNode, node); this.inputCanvas.InputsHide(); paraNode.RegisterAssignment(); InputCanvas.InputElements n = this.inputCanvas.GetInputs().Single(x => x.Node == node); n.Used = true; n.Node.SetUsed(true, paraNode); return; } if (this.lastClickedProperty != null) { // TODO: } }
public int AddVariable(string varName) { id++; InputCanvas.InputElements variable = this.inputCanvas.CreateInputCanvas(default, id, this.UI, true, varName);