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							- using UnityEngine;
 
- namespace AmplifyShaderEditor
 
- {
 
- 	[System.Serializable]
 
- 	public class WireBezierReference
 
- 	{
 
- 		private Rect m_boundingBox;
 
- 		private int m_inNodeId;
 
- 		private int m_inPortId;
 
- 		private int m_outNodeId;
 
- 		private int m_outPortId;
 
- 		public WireBezierReference()
 
- 		{
 
- 			m_boundingBox = new Rect();
 
- 			m_inNodeId = -1;
 
- 			m_inPortId = -1;
 
- 			m_outNodeId = -1;
 
- 			m_outPortId = -1;
 
- 		}
 
- 		public WireBezierReference( ref Rect area, int inNodeId, int inPortId, int outNodeId, int outPortId )
 
- 		{
 
- 			UpdateInfo( ref area, inNodeId, inPortId, outNodeId, outPortId );
 
- 		}
 
- 		public void UpdateInfo( ref Rect area, int inNodeId, int inPortId, int outNodeId, int outPortId )
 
- 		{
 
- 			m_boundingBox = area;
 
- 			m_inNodeId = inNodeId;
 
- 			m_inPortId = inPortId;
 
- 			m_outNodeId = outNodeId;
 
- 			m_outPortId = outPortId;
 
- 		}
 
- 		public bool Contains( Vector2 position )
 
- 		{
 
- 			return m_boundingBox.Contains( position );
 
- 		}
 
- 		public void DebugDraw()
 
- 		{
 
- 			GUI.Label( m_boundingBox, string.Empty, UIUtils.GetCustomStyle( CustomStyle.MainCanvasTitle ));
 
- 		}
 
- 		public override string ToString()
 
- 		{
 
- 			return string.Format( "In node: {0} port: {1} -> Out node: {2} port: {3}", m_inNodeId, m_inPortId, m_outNodeId, m_outPortId );
 
- 		}
 
- 		public Rect BoundingBox { get { return m_boundingBox; } }
 
- 		public int InNodeId { get { return m_inNodeId; } }
 
- 		public int InPortId { get { return m_inPortId; } }
 
- 		public int OutNodeId { get { return m_outNodeId; } }
 
- 		public int OutPortId { get { return m_outPortId; } }
 
- 	}
 
- }
 
 
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