using UnityEditor.Experimental.GraphView; using UnityEngine; using UnityEngine.UIElements; using System.Collections.Generic; using Type = System.Type; using UnityEngine.Profiling; namespace UnityEditor.VFX.UI { partial class VFXEditableDataAnchor : VFXDataAnchor { PropertyRM m_PropertyRM; VFXView m_View; // 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; } protected VFXEditableDataAnchor(Orientation anchorOrientation, Direction anchorDirection, Type type, VFXNodeUI node) : base(anchorOrientation, anchorDirection, type, node) { Profiler.BeginSample("VFXEditableDataAnchor.VFXEditableDataAnchor"); this.Q