using UnityEngine.Graphing; namespace UnityEngine.MaterialGraph { [Title("Input/Time Node")] public class TimeNode : AbstractMaterialNode, IRequiresTime { private const string kOutputSlotName = "Time"; private const string kOutputSlotNameX = "Time.x"; private const string kOutputSlotNameY = "Time.y"; private const string kOutputSlotNameZ = "Time.z"; private const string kOutputSlotNameW = "Time.w"; public const int OutputSlotId = 0; public const int OutputSlotIdX = 1; public const int OutputSlotIdY = 2; public const int OutputSlotIdZ = 3; public const int OutputSlotIdW = 4; public TimeNode() { name = "Time"; UpdateNodeAfterDeserialization(); } public sealed override void UpdateNodeAfterDeserialization() { AddSlot(new MaterialSlot(OutputSlotId, kOutputSlotName, kOutputSlotName, SlotType.Output, SlotValueType.Vector4, Vector4.zero)); AddSlot(new MaterialSlot(OutputSlotIdX, kOutputSlotNameX, kOutputSlotNameX, SlotType.Output, SlotValueType.Vector1, Vector4.zero)); AddSlot(new MaterialSlot(OutputSlotIdY, kOutputSlotNameY, kOutputSlotNameY, SlotType.Output, SlotValueType.Vector1, Vector4.zero)); AddSlot(new MaterialSlot(OutputSlotIdZ, kOutputSlotNameZ, kOutputSlotNameZ, SlotType.Output, SlotValueType.Vector1, Vector4.zero)); AddSlot(new MaterialSlot(OutputSlotIdW, kOutputSlotNameW, kOutputSlotNameW, SlotType.Output, SlotValueType.Vector1, Vector4.zero)); RemoveSlotsNameNotMatching(validSlots); } protected int[] validSlots { get { return new[] {OutputSlotId, OutputSlotIdX, OutputSlotIdY, OutputSlotIdZ, OutputSlotId}; } } public override string GetVariableNameForSlot(int slotId) { switch (slotId) { case OutputSlotIdX: return "_Time.x"; case OutputSlotIdY: return "_Time.y"; case OutputSlotIdZ: return "_Time.z"; case OutputSlotIdW: return "_Time.w"; default: return "_Time"; } } } }