using System; using UnityEngine; using UnityEditor.Experimental.GraphView; using UnityEngine.UIElements; namespace UnityEditor.ShaderGraph.Drawing { sealed class ShaderPort : Port { ShaderPort(Orientation portOrientation, Direction portDirection, Capacity portCapacity, Type type) : base(portOrientation, portDirection, portCapacity, type) { styleSheets.Add(Resources.Load("Styles/ShaderPort")); } MaterialSlot m_Slot; public static ShaderPort Create(MaterialSlot slot, IEdgeConnectorListener connectorListener) { var port = new ShaderPort(Orientation.Horizontal, slot.isInputSlot ? Direction.Input : Direction.Output, slot.isInputSlot ? Capacity.Single : Capacity.Multi, null) { m_EdgeConnector = new EdgeConnector(connectorListener), }; port.AddManipulator(port.m_EdgeConnector); port.slot = slot; port.portName = slot.displayName; port.visualClass = slot.concreteValueType.ToClassName(); return port; } public MaterialSlot slot { get { return m_Slot; } set { if (ReferenceEquals(value, m_Slot)) return; if (value == null) throw new NullReferenceException(); if (m_Slot != null && value.isInputSlot != m_Slot.isInputSlot) throw new ArgumentException("Cannot change direction of already created port"); m_Slot = value; portName = slot.displayName; visualClass = slot.concreteValueType.ToClassName(); } } public Action OnDisconnect; public override void Disconnect(Edge edge) { base.Disconnect(edge); OnDisconnect?.Invoke(this); } } static class ShaderPortExtensions { public static MaterialSlot GetSlot(this Port port) { var shaderPort = port as ShaderPort; return shaderPort != null ? shaderPort.slot : null; } } }