using System.Collections; using System.Collections.Generic; using UnityEngine; using System; public class NodePort { public enum IO { None, Input, Output} public IO direction { get { for (int i = 0; i < node.InputCount; i++) { if (node.GetInput(i) == this) return IO.Input; } for (int i = 0; i < node.OutputCount; i++) { if (node.GetOutput(i) == this) return IO.Output; } return IO.None; } } public Node node { get; private set; } public string name { get { return _name; } set { _name = value; } } [SerializeField] private string _name; public Type type { get; private set; } [SerializeField] private string _type; public bool enabled { get { return _enabled; } set { _enabled = value; } } [SerializeField] private bool _enabled; public NodePort(string name, Type type, Node node, bool enabled) { _name = name; _enabled = enabled; this.type = type; _type = type.FullName; this.node = node; } public NodePort GetConnection() { return null; } public NodePort[] GetConnections() { return null; } }