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Corrected onModified calls for various nodes

/main
Peter Bay Bastian 8 年前
当前提交
234030ae
共有 4 个文件被更改,包括 30 次插入7 次删除
  1. 4
      MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/PropertyNode.cs
  2. 11
      MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/Vector2Node.cs
  3. 11
      MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/Vector3Node.cs
  4. 11
      MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/Vector4Node.cs

4
MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/PropertyNode.cs


return;
m_Exposed = value;
if (onModified != null)
{
onModified(this, ModificationScope.Graph);
}
}
}

11
MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/Vector2Node.cs


public Vector2 value
{
get { return m_Value; }
set { m_Value = value; }
set
{
if (m_Value == value)
return;
m_Value = value;
if (onModified != null)
onModified(this, ModificationScope.Node);
}
}
public override void GeneratePropertyBlock(PropertyGenerator visitor, GenerationMode generationMode)

11
MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/Vector3Node.cs


public Vector3 value
{
get { return m_Value; }
set { m_Value = value; }
set
{
if (m_Value == value)
return;
m_Value = value;
if (onModified != null)
onModified(this, ModificationScope.Node);
}
}
public override void GeneratePropertyBlock(PropertyGenerator visitor, GenerationMode generationMode)

11
MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/Vector4Node.cs


public Vector4 value
{
get { return m_Value; }
set { m_Value = value; }
set
{
if (m_Value == value)
return;
m_Value = value;
if (onModified != null)
onModified(this, ModificationScope.Node);
}
}
public override void GeneratePropertyBlock(PropertyGenerator visitor, GenerationMode generationMode)

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