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87 行
2.0 KiB

using System;
namespace UnityEngine.Graphing
{
[Serializable]
public class SerializableSlot : ISlot
{
private const string kNotInit = "Not Initilaized";
[SerializeField]
private int m_Id;
[SerializeField]
private string m_DisplayName = kNotInit;
[SerializeField]
private SlotType m_SlotType = SlotType.Input;
[SerializeField]
private int m_Priority = int.MaxValue;
[SerializeField]
private bool m_Hidden;
public SlotReference slotReference
{
get { return new SlotReference(owner.guid, m_Id); }
}
public INode owner { get; set; }
public bool hidden
{
get { return m_Hidden; }
set { m_Hidden = value; }
}
public int id
{
get { return m_Id; }
}
public virtual string displayName
{
get { return m_DisplayName; }
set { m_DisplayName = value; }
}
public int priority
{
get { return m_Priority; }
set { m_Priority = value; }
}
public bool isInputSlot
{
get { return m_SlotType == SlotType.Input; }
}
public bool isOutputSlot
{
get { return m_SlotType == SlotType.Output; }
}
// used via reflection / serialization after deserialize
// to reconstruct this slot.
public SerializableSlot()
{}
public SerializableSlot(int id, string displayName, SlotType slotType, int priority, bool hidden = false)
{
m_Id = id;
m_DisplayName = displayName;
m_SlotType = slotType;
m_Priority = priority;
m_Hidden = hidden;
}
public SerializableSlot(int id, string displayName, SlotType slotType, bool hidden = false)
{
m_Id = id;
m_DisplayName = displayName;
m_SlotType = slotType;
m_Hidden = hidden;
}
}
}