// Initializer (called from the Create method) void Initialize(Wiring.Patch patch) { hideFlags = HideFlags.HideAndDontSave; _patchInstanceID = patch != null ? patch.GetInstanceID() : 0; }
// Get an editor representation of the given node. public Node GetNodeOfInstance(Wiring.NodeBase instance) { return _instanceIDToNodeMap[instance.GetInstanceID()]; }
// 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); }
// 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(); }