using System; using UnityEditor.Experimental.UIElements.GraphView; using UnityEditor.Experimental.UIElements.GraphView; using UnityEngine; using UnityEngine.Graphing; using UnityEngine.MaterialGraph; namespace UnityEditor.MaterialGraph.Drawing { internal static class MyNodeAdapters { internal static bool Adapt(this NodeAdapter value, PortSource a, PortSource b) { return true; } } // TODO JOCE Use GraphView's Input and Output node anchors instead. [Serializable] public class GraphAnchorPresenter : NodeAnchorPresenter { protected GraphAnchorPresenter() {} public ISlot slot { get; private set; } public void Initialize(ISlot slot) { this.slot = slot; name = slot.displayName; anchorType = typeof(Vector4); m_Direction = slot.isInputSlot ? Direction.Input : Direction.Output; } Direction m_Direction; public override Direction direction { get { return m_Direction; } } ShaderStage m_ShaderStage; public ShaderStage shaderStage { get { return m_ShaderStage; } set { m_ShaderStage = value; } } } }