using UnityEditor.Experimental.GraphView; using UnityEngine; using System.Collections.Generic; using System.Linq; using System; namespace UnityEditor.VFX.UI { abstract class VFXOperatorAnchorController : VFXDataAnchorController { public VFXOperatorAnchorController(VFXSlot model, VFXNodeController sourceNode, bool hidden) : base(model, sourceNode, hidden) { } public override void UpdateInfos() { base.UpdateInfos(); if (model.direction == VFXSlot.Direction.kInput) { System.Type newAnchorType = model.property.type; if (newAnchorType != portType) { portType = newAnchorType; } } } } class VFXInputOperatorAnchorController : VFXOperatorAnchorController { public VFXInputOperatorAnchorController(VFXSlot model, VFXNodeController sourceNode, bool hidden) : base(model, sourceNode, hidden) { } public override Direction direction { get { return Direction.Input; } } } class VFXOutputOperatorAnchorController : VFXOperatorAnchorController { public VFXOutputOperatorAnchorController(VFXSlot model, VFXNodeController sourceNode, bool hidden) : base(model, sourceNode, hidden) { } public override Direction direction { get { return Direction.Output; } } } }