1
0
mirror of https://github.com/Siccity/xNode.git synced 2025-12-20 17:26:02 +08:00

Made Node.inputs and Node.outputs private. Started introducing instanceInputs and instanceOutputs.

This commit is contained in:
Thor Brigsted 2017-11-02 01:47:22 +01:00
parent ace1e8ccd8
commit 5f394581d6
2 changed files with 19 additions and 6 deletions

View File

@ -118,7 +118,7 @@ public partial class NodeEditorWindow {
//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.
if (node == null) continue;
for (int i = 0; i < node.OutputCount; i++) {
NodePort output = node.outputs[i];
NodePort output = node.GetOutput(i);
//Needs cleanup. Null checks are ugly
if (!portConnectionPoints.ContainsKey(output)) continue;
@ -207,7 +207,7 @@ public partial class NodeEditorWindow {
//Check if we are hovering any of this nodes ports
//Check input ports
for (int i = 0; i < node.InputCount; i++) {
NodePort port = node.inputs[i];
NodePort port = node.GetInput(i);
//Check if port rect is available
if (!portConnectionPoints.ContainsKey(port)) continue;
Rect r = GridToWindowRect(portConnectionPoints[port]);
@ -215,7 +215,7 @@ public partial class NodeEditorWindow {
}
//Check all output ports
for (int i = 0; i < node.OutputCount; i++) {
NodePort port = node.outputs[i];
NodePort port = node.GetOutput(i);
//Check if port rect is available
if (!portConnectionPoints.ContainsKey(port)) continue;
Rect r = GridToWindowRect(portConnectionPoints[port]);

View File

@ -19,9 +19,13 @@ public abstract class Node : ScriptableObject {
/// <summary> Position on the <see cref="NodeGraph"/> </summary>
[SerializeField] public Vector2 position;
/// <summary> Input <see cref="NodePort"/>s. It is recommended not to modify these at hand. Instead, see <see cref="InputAttribute"/> </summary>
[SerializeField] public List<NodePort> inputs = new List<NodePort>();
[SerializeField] private List<NodePort> inputs = new List<NodePort>();
/// <summary> Output <see cref="NodePort"/>s. It is recommended not to modify these at hand. Instead, see <see cref="OutputAttribute"/> </summary>
[SerializeField] public List<NodePort> outputs = new List<NodePort>();
[SerializeField] private List<NodePort> outputs = new List<NodePort>();
/// <summary> Additional instance-specific inputs. </summary>
[SerializeField] public List<NodePort> instanceInputs = new List<NodePort>();
/// <summary> Additional instance-specific outputs. </summary>
[SerializeField] public List<NodePort> instanceOutputs = new List<NodePort>();
public int InputCount { get { return inputs.Count; } }
public int OutputCount { get { return outputs.Count; } }
@ -41,6 +45,16 @@ public abstract class Node : ScriptableObject {
}
}
/// <summary> Returns input port at index </summary>
public NodePort GetInput(int i) {
return inputs[i];
}
/// <summary> Returns output port at index. </summary>
public NodePort GetOutput(int i) {
return outputs[i];
}
/// <summary> Returns input or output port which matches fieldName </summary>
public NodePort GetPortByFieldName(string fieldName) {
NodePort port = GetOutputByFieldName(fieldName);
@ -48,7 +62,6 @@ public abstract class Node : ScriptableObject {
else return GetInputByFieldName(fieldName);
}
/// <summary> Returns output port which matches fieldName. Returns null if none found. </summary>
public NodePort GetOutputByFieldName(string fieldName) {
for (int i = 0; i < OutputCount; i++) {