public override VFXDataAnchor InstantiateDataAnchor(VFXDataAnchorController controller, VFXNodeUI node) { VFXContextDataAnchorController anchorController = controller as VFXContextDataAnchorController; VFXEditableDataAnchor anchor = VFXBlockDataAnchor.Create(anchorController, node); return(anchor); }
// TODO This is a workaround to avoid having a generic type for the anchor as generic types mess with USS. public static new VFXEditableDataAnchor Create(VFXDataAnchorController controller, VFXNodeUI node) { Profiler.BeginSample("VFXEditableDataAnchor.Create"); var anchor = new VFXEditableDataAnchor(controller.orientation, controller.direction, controller.portType, node); anchor.m_EdgeConnector = new VFXEdgeConnector(anchor); anchor.controller = controller; anchor.AddManipulator(anchor.m_EdgeConnector); Profiler.EndSample(); return(anchor); }
public virtual VFXDataAnchor InstantiateDataAnchor(VFXDataAnchorController controller, VFXNodeUI node) { if (controller.direction == Direction.Input) { VFXEditableDataAnchor anchor = VFXEditableDataAnchor.Create(controller, node); return(anchor); } else { return(VFXOutputDataAnchor.Create(controller, node)); } }