void UpdatePorts() { // Get slots List <MaterialSlot> inputSlots = new List <MaterialSlot>(); GetInputSlots(inputSlots); // Store the edges Dictionary <MaterialSlot, List <IEdge> > edgeDict = new Dictionary <MaterialSlot, List <IEdge> >(); foreach (MaterialSlot slot in inputSlots) { edgeDict.Add(slot, (List <IEdge>)slot.owner.owner.GetEdges(slot.slotReference)); } // Remove old slots for (int i = 0; i < inputSlots.Count; i++) { RemoveSlot(inputSlots[i].id); } // Add output slot AddSlot(new DynamicVectorMaterialSlot(OutputSlotId, "Out", "Out", SlotType.Output, Vector4.zero)); // Add input slots int[] slotIds = new int[dropdown.entries.Count + 1]; slotIds[dropdown.entries.Count] = OutputSlotId; for (int i = 0; i < dropdown.entries.Count; i++) { // Get slot based on entry id MaterialSlot slot = inputSlots.Where(x => x.id == dropdown.entries[i].id && x.RawDisplayName() == dropdown.entries[i].displayName && x.shaderOutputName == dropdown.entries[i].displayName).FirstOrDefault(); if (slot == null) { slot = new DynamicVectorMaterialSlot(dropdown.entries[i].id, dropdown.entries[i].displayName, dropdown.entries[i].displayName, SlotType.Input, Vector4.zero); } AddSlot(slot); slotIds[i] = dropdown.entries[i].id; } RemoveSlotsNameNotMatching(slotIds); // Reconnect the edges foreach (KeyValuePair <MaterialSlot, List <IEdge> > entry in edgeDict) { foreach (IEdge edge in entry.Value) { owner.Connect(edge.outputSlot, edge.inputSlot); } } ValidateNode(); }
void UpdatePorts() { switch (keyword.keywordType) { case KeywordType.Boolean: { // Boolean type has preset slots PooledList <MaterialSlot> temp = PooledList <MaterialSlot> .Get(); GetInputSlots(temp); if (temp.Any()) { temp.Dispose(); break; } else { temp.Dispose(); } AddSlot(new DynamicVectorMaterialSlot(OutputSlotId, "Out", "Out", SlotType.Output, Vector4.zero)); AddSlot(new DynamicVectorMaterialSlot(1, "On", "On", SlotType.Input, Vector4.zero)); AddSlot(new DynamicVectorMaterialSlot(2, "Off", "Off", SlotType.Input, Vector4.zero)); RemoveSlotsNameNotMatching(new int[] { 0, 1, 2 }); break; } case KeywordType.Enum: { // Get slots List <MaterialSlot> inputSlots = new List <MaterialSlot>(); GetInputSlots(inputSlots); // Store the edges Dictionary <MaterialSlot, List <IEdge> > edgeDict = new Dictionary <MaterialSlot, List <IEdge> >(); foreach (MaterialSlot slot in inputSlots) { edgeDict.Add(slot, (List <IEdge>)slot.owner.owner.GetEdges(slot.slotReference)); } // Remove old slots for (int i = 0; i < inputSlots.Count; i++) { RemoveSlot(inputSlots[i].id); } // Add output slot AddSlot(new DynamicVectorMaterialSlot(OutputSlotId, "Out", "Out", SlotType.Output, Vector4.zero)); // Add input slots int[] slotIds = new int[keyword.entries.Count + 1]; slotIds[keyword.entries.Count] = OutputSlotId; for (int i = 0; i < keyword.entries.Count; i++) { // Get slot based on entry id MaterialSlot slot = inputSlots.Where(x => x.id == keyword.entries[i].id && x.RawDisplayName() == keyword.entries[i].displayName && x.shaderOutputName == keyword.entries[i].referenceName).FirstOrDefault(); // If slot doesnt exist its new so create it if (slot == null) { slot = new DynamicVectorMaterialSlot(keyword.entries[i].id, keyword.entries[i].displayName, keyword.entries[i].referenceName, SlotType.Input, Vector4.zero); } AddSlot(slot); slotIds[i] = keyword.entries[i].id; } RemoveSlotsNameNotMatching(slotIds); // Reconnect the edges foreach (KeyValuePair <MaterialSlot, List <IEdge> > entry in edgeDict) { foreach (IEdge edge in entry.Value) { owner.Connect(edge.outputSlot, edge.inputSlot); } } break; } } ValidateNode(); }
void UpdatePorts() { switch (keyword.keywordType) { case KeywordType.Boolean: { // Boolean type has preset slots PooledList <MaterialSlot> temp = PooledList <MaterialSlot> .Get(); GetInputSlots(temp); if (temp.Any()) { temp.Dispose(); break; } else { temp.Dispose(); } AddSlot(new DynamicVectorMaterialSlot(OutputSlotId, "Out", "Out", SlotType.Output, Vector4.zero)); AddSlot(new DynamicVectorMaterialSlot(1, "On", "On", SlotType.Input, Vector4.zero)); AddSlot(new DynamicVectorMaterialSlot(2, "Off", "Off", SlotType.Input, Vector4.zero)); RemoveSlotsNameNotMatching(new int[] { 0, 1, 2 }); break; } case KeywordType.Enum: using (var inputSlots = PooledList <MaterialSlot> .Get()) using (var slotIDs = PooledList <int> .Get()) { // Get slots GetInputSlots(inputSlots); // Add output slot AddSlot(new DynamicVectorMaterialSlot(OutputSlotId, "Out", "Out", SlotType.Output, Vector4.zero)); slotIDs.Add(OutputSlotId); // Add input slots for (int i = 0; i < keyword.entries.Count; i++) { // Get slot based on entry id MaterialSlot slot = inputSlots.Find(x => x.id == keyword.entries[i].id && x.RawDisplayName() == keyword.entries[i].displayName && x.shaderOutputName == keyword.entries[i].referenceName); // If slot doesn't exist, it's new so create it if (slot == null) { slot = new DynamicVectorMaterialSlot(keyword.entries[i].id, keyword.entries[i].displayName, keyword.entries[i].referenceName, SlotType.Input, Vector4.zero); } AddSlot(slot); slotIDs.Add(keyword.entries[i].id); } RemoveSlotsNameNotMatching(slotIDs); bool orderChanged = SetSlotOrder(slotIDs); if (orderChanged) { // unfortunately there is no way to get the view to update slot order other than Topological Dirty(ModificationScope.Topological); } break; } } ValidateNode(); }