public override void OnUpdateNode(NodeUpdateType updType, bool cascade = true) { if (cascade) { editor.OnShaderModified(updType); } }
public override void OnUpdateNode(NodeUpdateType updType, bool cascade = true) { if (InputsConnected()) { RefreshValue(1, 2); } base.OnUpdateNode(updType); }
public override void OnUpdateNode(NodeUpdateType updType = NodeUpdateType.Hard, bool cascade = true) { UpdateMultOffset(); if (InputsConnected()) { RefreshValue(1, 2); } base.OnUpdateNode(updType); }
public override void OnUpdateNode(NodeUpdateType updType, bool cascade = true) { if (InputsConnected()) { RefreshValue(1, 2); } if (this["M"].IsConnected()) { UpdateMaskCompCountInputs(); } //base.OnUpdateNode( updType ); }
public override void OnUpdateNode(NodeUpdateType updType, bool cascade = true) { if (GetEvaluatedComponentCount() == 3) { this["OUT"].SetValueType(ValueType.VTv3); } else { this["OUT"].SetValueType(ValueType.VTv1); } if (InputsConnected()) { RefreshValue(1, 2); } base.OnUpdateNode(updType); }