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Made Node.inputs and Node.outputs private. Started introducing instanceInputs and instanceOutputs.
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@ -118,7 +118,7 @@ public partial class NodeEditorWindow {
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//If a null node is found, return. This can happen if the nodes associated script is deleted. It is currently not possible in Unity to delete a null asset.
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if (node == null) continue;
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for (int i = 0; i < node.OutputCount; i++) {
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NodePort output = node.outputs[i];
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NodePort output = node.GetOutput(i);
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//Needs cleanup. Null checks are ugly
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if (!portConnectionPoints.ContainsKey(output)) continue;
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@ -207,7 +207,7 @@ public partial class NodeEditorWindow {
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//Check if we are hovering any of this nodes ports
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//Check input ports
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for (int i = 0; i < node.InputCount; i++) {
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NodePort port = node.inputs[i];
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NodePort port = node.GetInput(i);
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//Check if port rect is available
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if (!portConnectionPoints.ContainsKey(port)) continue;
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Rect r = GridToWindowRect(portConnectionPoints[port]);
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@ -215,7 +215,7 @@ public partial class NodeEditorWindow {
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}
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//Check all output ports
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for (int i = 0; i < node.OutputCount; i++) {
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NodePort port = node.outputs[i];
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NodePort port = node.GetOutput(i);
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//Check if port rect is available
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if (!portConnectionPoints.ContainsKey(port)) continue;
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Rect r = GridToWindowRect(portConnectionPoints[port]);
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@ -19,9 +19,13 @@ public abstract class Node : ScriptableObject {
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/// <summary> Position on the <see cref="NodeGraph"/> </summary>
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[SerializeField] public Vector2 position;
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/// <summary> Input <see cref="NodePort"/>s. It is recommended not to modify these at hand. Instead, see <see cref="InputAttribute"/> </summary>
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[SerializeField] public List<NodePort> inputs = new List<NodePort>();
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[SerializeField] private List<NodePort> inputs = new List<NodePort>();
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/// <summary> Output <see cref="NodePort"/>s. It is recommended not to modify these at hand. Instead, see <see cref="OutputAttribute"/> </summary>
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[SerializeField] public List<NodePort> outputs = new List<NodePort>();
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[SerializeField] private List<NodePort> outputs = new List<NodePort>();
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/// <summary> Additional instance-specific inputs. </summary>
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[SerializeField] public List<NodePort> instanceInputs = new List<NodePort>();
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/// <summary> Additional instance-specific outputs. </summary>
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[SerializeField] public List<NodePort> instanceOutputs = new List<NodePort>();
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public int InputCount { get { return inputs.Count; } }
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public int OutputCount { get { return outputs.Count; } }
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@ -41,6 +45,16 @@ public abstract class Node : ScriptableObject {
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}
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}
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/// <summary> Returns input port at index </summary>
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public NodePort GetInput(int i) {
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return inputs[i];
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}
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/// <summary> Returns output port at index. </summary>
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public NodePort GetOutput(int i) {
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return outputs[i];
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}
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/// <summary> Returns input or output port which matches fieldName </summary>
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public NodePort GetPortByFieldName(string fieldName) {
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NodePort port = GetOutputByFieldName(fieldName);
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@ -48,7 +62,6 @@ public abstract class Node : ScriptableObject {
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else return GetInputByFieldName(fieldName);
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}
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/// <summary> Returns output port which matches fieldName. Returns null if none found. </summary>
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public NodePort GetOutputByFieldName(string fieldName) {
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for (int i = 0; i < OutputCount; i++) {
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