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Merge branch 'master' into master

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Thor Brigsted 2018-01-09 01:23:31 +01:00 committed by GitHub
commit 08582d9536
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3 changed files with 72 additions and 18 deletions

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@ -2,34 +2,58 @@
using UnityEngine; using UnityEngine;
namespace XNodeEditor { namespace XNodeEditor {
public class NodeEditorAssetModProcessor : UnityEditor.AssetModificationProcessor { /// <summary> Deals with modified assets </summary>
public static AssetDeleteResult OnWillDeleteAsset(string path, RemoveAssetOptions options) { class NodeEditorAssetModProcessor : UnityEditor.AssetModificationProcessor {
UnityEngine.Object obj = AssetDatabase.LoadAssetAtPath<UnityEngine.Object>(path);
/// <summary> Automatically delete Node sub-assets before deleting their script.
/// <para/> This is important to do, because you can't delete null sub assets. </summary>
private static AssetDeleteResult OnWillDeleteAsset (string path, RemoveAssetOptions options) {
// Get the object that is requested for deletion
UnityEngine.Object obj = AssetDatabase.LoadAssetAtPath<UnityEngine.Object> (path);
// If we aren't deleting a script, return
if (!(obj is UnityEditor.MonoScript)) return AssetDeleteResult.DidNotDelete; if (!(obj is UnityEditor.MonoScript)) return AssetDeleteResult.DidNotDelete;
// Check script type. Return if deleting a non-node script
UnityEditor.MonoScript script = obj as UnityEditor.MonoScript; UnityEditor.MonoScript script = obj as UnityEditor.MonoScript;
System.Type scriptType = script.GetClass(); System.Type scriptType = script.GetClass ();
if (scriptType != typeof (XNode.Node) && !scriptType.IsSubclassOf (typeof (XNode.Node))) return AssetDeleteResult.DidNotDelete;
if (scriptType != typeof(XNode.Node) && !scriptType.IsSubclassOf(typeof(XNode.Node))) return AssetDeleteResult.DidNotDelete; // Find all ScriptableObjects using this script
string[] guids = AssetDatabase.FindAssets ("t:" + scriptType);
//Find ScriptableObjects using this script
string[] guids = AssetDatabase.FindAssets("t:" + scriptType);
for (int i = 0; i < guids.Length; i++) { for (int i = 0; i < guids.Length; i++) {
string assetpath = AssetDatabase.GUIDToAssetPath(guids[i]); string assetpath = AssetDatabase.GUIDToAssetPath (guids[i]);
Object[] objs = AssetDatabase.LoadAllAssetRepresentationsAtPath(assetpath); Object[] objs = AssetDatabase.LoadAllAssetRepresentationsAtPath (assetpath);
for (int k = 0; k < objs.Length; k++) { for (int k = 0; k < objs.Length; k++) {
XNode.Node node = objs[k] as XNode.Node; XNode.Node node = objs[k] as XNode.Node;
if (node.GetType() == scriptType) { if (node.GetType () == scriptType) {
if (node != null && node.graph != null) { if (node != null && node.graph != null) {
Debug.LogWarning(node.name + " of " + node.graph + " depended on deleted script and has been removed automatically.", node.graph); // Delete the node and notify the user
node.graph.RemoveNode(node); Debug.LogWarning (node.name + " of " + node.graph + " depended on deleted script and has been removed automatically.", node.graph);
node.graph.RemoveNode (node);
} }
} }
} }
}
// We didn't actually delete the script. Tell the internal system to carry on with normal deletion procedure
return AssetDeleteResult.DidNotDelete;
}
/// <summary> Automatically re-add loose node assets to the Graph node list </summary>
[InitializeOnLoadMethod]
private static void OnReloadEditor () {
// Find all NodeGraph assets
string[] guids = AssetDatabase.FindAssets ("t:" + typeof (XNode.NodeGraph));
for (int i = 0; i < guids.Length; i++) {
string assetpath = AssetDatabase.GUIDToAssetPath (guids[i]);
XNode.NodeGraph graph = AssetDatabase.LoadAssetAtPath (assetpath, typeof (XNode.NodeGraph)) as XNode.NodeGraph;
graph.nodes.RemoveAll(x => x == null); //Remove null items
Object[] objs = AssetDatabase.LoadAllAssetRepresentationsAtPath (assetpath);
// Ensure that all sub node assets are present in the graph node list
for (int u = 0; u < objs.Length; u++) {
if (!graph.nodes.Contains (objs[u] as XNode.Node)) graph.nodes.Add(objs[u] as XNode.Node);
}
} }
return AssetDeleteResult.DidNotDelete;
} }
} }
} }

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@ -193,7 +193,8 @@ namespace XNodeEditor {
//Save guiColor so we can revert it //Save guiColor so we can revert it
Color guiColor = GUI.color; Color guiColor = GUI.color;
for (int n = 0; n < graph.nodes.Count; n++) { for (int n = 0; n < graph.nodes.Count; n++) {
while (graph.nodes[n] == null) graph.nodes.RemoveAt(n); // Skip null nodes. The user could be in the process of renaming scripts, so removing them at this point is not advisable.
if (graph.nodes[n] == null) continue;
if (n >= graph.nodes.Count) return; if (n >= graph.nodes.Count) return;
XNode.Node node = graph.nodes[n]; XNode.Node node = graph.nodes[n];

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@ -3,9 +3,28 @@ using System.Collections.Generic;
using UnityEngine; using UnityEngine;
namespace XNode { namespace XNode {
/// <summary> Base class for all nodes </summary> /// <summary>
/// Base class for all nodes
/// </summary>
/// <example>
/// Classes extending this class will be considered as valid nodes by xNode.
/// <code>
/// [System.Serializable]
/// public class Adder : Node {
/// [Input] public float a;
/// [Input] public float b;
/// [Output] public float result;
///
/// // GetValue should be overridden to return a value for any specified output port
/// public override object GetValue(NodePort port) {
/// return a + b;
/// }
/// }
/// </code>
/// </example>
[Serializable] [Serializable]
public abstract class Node : ScriptableObject { public abstract class Node : ScriptableObject {
/// <summary> Used by <see cref="InputAttribute"/> and <see cref="OutputAttribute"/> to determine when to display the field value associated with a <see cref="NodePort"/> </summary>
public enum ShowBackingValue { public enum ShowBackingValue {
/// <summary> Never show the backing value </summary> /// <summary> Never show the backing value </summary>
Never, Never,
@ -55,16 +74,26 @@ namespace XNode {
} }
#region Instance Ports #region Instance Ports
/// <summary> Returns input port at index </summary> /// <summary> Convenience function.
/// </summary>
/// <seealso cref="AddInstancePort"/>
/// <seealso cref="AddInstanceOutput"/>
public NodePort AddInstanceInput(Type type, Node.ConnectionType connectionType = Node.ConnectionType.Multiple, string fieldName = null) { public NodePort AddInstanceInput(Type type, Node.ConnectionType connectionType = Node.ConnectionType.Multiple, string fieldName = null) {
return AddInstancePort(type, NodePort.IO.Input, connectionType, fieldName); return AddInstancePort(type, NodePort.IO.Input, connectionType, fieldName);
} }
/// <summary> Returns input port at index </summary> /// <summary> Convenience function.
/// </summary>
/// <seealso cref="AddInstancePort"/>
/// <seealso cref="AddInstanceInput"/>
public NodePort AddInstanceOutput(Type type, Node.ConnectionType connectionType = Node.ConnectionType.Multiple, string fieldName = null) { public NodePort AddInstanceOutput(Type type, Node.ConnectionType connectionType = Node.ConnectionType.Multiple, string fieldName = null) {
return AddInstancePort(type, NodePort.IO.Output, connectionType, fieldName); return AddInstancePort(type, NodePort.IO.Output, connectionType, fieldName);
} }
/// <summary> Add a dynamic, serialized port to this node.
/// </summary>
/// <seealso cref="AddInstanceInput"/>
/// <seealso cref="AddInstanceOutput"/>
private NodePort AddInstancePort(Type type, NodePort.IO direction, Node.ConnectionType connectionType = Node.ConnectionType.Multiple, string fieldName = null) { private NodePort AddInstancePort(Type type, NodePort.IO direction, Node.ConnectionType connectionType = Node.ConnectionType.Multiple, string fieldName = null) {
if (fieldName == null) { if (fieldName == null) {
fieldName = "instanceInput_0"; fieldName = "instanceInput_0";