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							- using System.Collections;
 
- using System.Collections.Generic;
 
- using UnityEngine;
 
- using GraphProcessor;
 
- using System.Linq;
 
- [System.Serializable, NodeMenuItem("Custom/PortData")]
 
- public class CustomPortData : BaseNode
 
- {
 
- 	[Input(name = "In Values", allowMultiple = true)]
 
- 	public IEnumerable< object >	inputs = null;
 
- 	static PortData[] portDatas = new PortData[] {
 
- 		new PortData{displayName = "0", displayType = typeof(float), identifier = "0"},
 
- 		new PortData{displayName = "1", displayType = typeof(int), identifier = "1"},
 
- 		new PortData{displayName = "2", displayType = typeof(GameObject), identifier = "2"},
 
- 		new PortData{displayName = "3", displayType = typeof(Texture2D), identifier = "3"},
 
- 	};
 
- 	[Output]
 
- 	public float				output;
 
- 	public override string		name => "Port Data";
 
- 	protected override void Process()
 
- 	{
 
- 		output = 0;
 
- 		if (inputs == null)
 
- 			return ;
 
- 		foreach (float input in inputs)
 
- 			output += input;
 
- 	}
 
- 	[CustomPortBehavior(nameof(inputs))]
 
- 	IEnumerable< PortData > GetPortsForInputs(List< SerializableEdge > edges)
 
- 	{
 
- 		PortData pd = new PortData();
 
- 		foreach (var portData in portDatas)
 
- 		{
 
-             yield return portData;
 
- 		}
 
- 	}
 
- 	[CustomPortInput(nameof(inputs), typeof(float), allowCast = true)]
 
- 	public void GetInputs(List< SerializableEdge > edges)
 
- 	{
 
- 		// inputs = edges.Select(e => (float)e.passThroughBuffer);
 
- 	}
 
- }
 
 
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