예제 #1
0
파일: Graph.cs 프로젝트: keijiro/Klak
 // Initializer (called from the Create method)
 void Initialize(Wiring.Patch patch)
 {
     hideFlags = HideFlags.HideAndDontSave;
     _patchInstanceID = patch != null ? patch.GetInstanceID() : 0;
 }
예제 #2
0
파일: Patch.cs 프로젝트: Cyberbanan/Klak
 // Get an editor representation of the given node.
 public Node GetNodeOfInstance(Wiring.NodeBase instance)
 {
     return _instanceIDToNodeMap[instance.GetInstanceID()];
 }
예제 #3
0
파일: Patch.cs 프로젝트: Cyberbanan/Klak
        // Add a node instance to the patch.
        public void AddNodeInstance(Wiring.NodeBase nodeInstance)
        {
            // Append to the hierarchy.
            nodeInstance.transform.parent = _instance.transform;

            // Register to this patch representation.
            var node = new Node(nodeInstance);
            _nodeList.Add(node);
            _instanceIDToNodeMap.Add(nodeInstance.GetInstanceID(), node);
        }
예제 #4
0
파일: Node.cs 프로젝트: keijiro/Klak
        // Initializer (called from the Create method)
        void Initialize(Wiring.NodeBase runtimeInstance)
        {
            hideFlags = HideFlags.DontSave;

            // Object references
            _runtimeInstance = runtimeInstance;
            _serializedObject = new UnityEditor.SerializedObject(runtimeInstance);
            _serializedPosition = _serializedObject.FindProperty("_wiringNodePosition");

            // Basic information
            name = runtimeInstance.GetInstanceID().ToString();
            position = new Rect(_serializedPosition.vector2Value, Vector2.zero);

            // Slot initialization
            PopulateSlots();
        }