using System.Collections; using System.Collections.Generic; using UnityEngine; using GraphProcessor; using System.Linq; public abstract class AbstractNode : BaseNode { [Input(name = "In")] public float input; [Output(name = "Out")] public float output; public override string name => "AbstractNode"; protected override void Process() { output = input * 42; } } [System.Serializable, NodeMenuItem("Custom/Abstract Child1")] public class AbstractNodeChild1 : AbstractNode {} [System.Serializable, NodeMenuItem("Custom/Abstract Child2")] public class AbstractNodeChild2 : AbstractNode {}