public PipelineGraph BuildPipeline() { // Create the pipeline pipelineGraph var graph = new PipelineGraph(); // Create the pipeline nodes var getGameObjects = new PP_GameObjectCollector(); var meshRendererFilter = new PP_FilterByComponent <Renderer>(); var removeOldCollider = new PP_RemoveComponents <Collider>(); var addCollider = new PP_AddCollider(); // Add nodes to pipelineGraph graph.AddNode(getGameObjects); graph.AddNode(meshRendererFilter); graph.AddNode(removeOldCollider); graph.AddNode(addCollider); // Add node connections getGameObjects.AddFollowupStep(meshRendererFilter); meshRendererFilter.AddFollowupStep(removeOldCollider); removeOldCollider.AddFollowupStep(addCollider); // removeOldCollider doesn't need a followup step, as it is the last node return(graph); }
public void TestAddNode() { // create some nodes and initialize graph BlurNode blur0 = new BlurNode(); BlurNode blur1 = new BlurNode(); BlurNode blur2 = new BlurNode(); BlurNode blur3 = new BlurNode(); BlurNode blur4 = new BlurNode(); NoiseInputNode noise0 = new NoiseInputNode(); NoiseInputNode noise1 = new NoiseInputNode(); PipelineGraph graph = new PipelineGraph(); graph.AddNode(blur0); graph.AddNode(blur1); graph.AddNode(noise0); graph.AddNode(blur2); graph.AddNode(noise1); Assert.Equal("Blur", blur0.Name); Assert.Equal("Blur 2", blur1.Name); Assert.Equal("Blur 3", blur2.Name); Assert.Equal("Noise", noise0.Name); Assert.Equal("Noise 2", noise1.Name); graph.RemoveNode(blur1); graph.AddNode(blur3); graph.AddNode(blur4); Assert.Equal("Blur 2", blur3.Name); Assert.Equal("Blur 4", blur4.Name); }