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using UnityEngine.Graphing;
namespace UnityEngine.MaterialGraph
{
[Title("Input/Time/Sine Time")]
public class SinTimeNode : AbstractMaterialNode, IRequiresTime
{
public SinTimeNode()
{
name = "SineTime";
UpdateNodeAfterDeserialization();
}
private const int kOutputSlotId = 0;
private const string kOutputSlotName = "SinTime";
public sealed override void UpdateNodeAfterDeserialization()
{
AddSlot(new MaterialSlot(kOutputSlotId, kOutputSlotName, kOutputSlotName, SlotType.Output, SlotValueType.Vector4, Vector4.one));
RemoveSlotsNameNotMatching(new[] { kOutputSlotId });
}
public override bool hasPreview
{
get { return true; }
}
public override string GetVariableNameForSlot(int slotIds)
{
return "_SinTime";
}
}
}