// TODO This is a workaround to avoid having a generic type for the anchor as generic types mess with USS. public static new VFXOutputDataAnchor Create(VFXDataAnchorController controller, VFXNodeUI node) { var anchor = new VFXOutputDataAnchor(controller.orientation, controller.direction, controller.portType, node); anchor.m_EdgeConnector = new EdgeConnector <VFXDataEdge>(anchor); anchor.controller = controller; anchor.AddManipulator(anchor.m_EdgeConnector); 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)); } }