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https://github.com/Siccity/xNode.git
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Removed GetHashCode override.
This should improve performance, but has previously caused a slew of bugs. Bugtest thoroughly before merging
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3a8ae366f2
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@ -241,12 +241,10 @@ namespace XNodeEditor {
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selectionCache = new List<UnityEngine.Object>(Selection.objects);
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}
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//Active node is hashed before and after node GUI to detect changes
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int nodeHash = 0;
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System.Reflection.MethodInfo onValidate = null;
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if (Selection.activeObject != null && Selection.activeObject is XNode.Node) {
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onValidate = Selection.activeObject.GetType().GetMethod("OnValidate");
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if (onValidate != null) nodeHash = Selection.activeObject.GetHashCode();
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if (onValidate != null) EditorGUI.BeginChangeCheck();
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}
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BeginZoomed(position, zoom, topPadding);
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@ -383,12 +381,10 @@ namespace XNodeEditor {
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if (e.type != EventType.Layout && currentActivity == NodeActivity.DragGrid) Selection.objects = preSelection.ToArray();
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EndZoomed(position, zoom, topPadding);
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//If a change in hash is detected in the selected node, call OnValidate method.
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//If a change in is detected in the selected node, call OnValidate method.
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//This is done through reflection because OnValidate is only relevant in editor,
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//and thus, the code should not be included in build.
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if (nodeHash != 0) {
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if (onValidate != null && nodeHash != Selection.activeObject.GetHashCode()) onValidate.Invoke(Selection.activeObject, null);
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}
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if (onValidate != null && EditorGUI.EndChangeCheck()) onValidate.Invoke(Selection.activeObject, null);
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}
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private bool ShouldBeCulled(XNode.Node node) {
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@ -205,10 +205,6 @@ namespace XNode {
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foreach (NodePort port in Ports) port.ClearConnections();
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}
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public override int GetHashCode() {
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return JsonUtility.ToJson(this).GetHashCode();
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}
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#region Attributes
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/// <summary> Mark a serializable field as an input port. You can access this through <see cref="GetInputPort(string)"/> </summary>
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[AttributeUsage(AttributeTargets.Field, AllowMultiple = true)]
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