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Built DuplicateSelectedNodes and PasteNodes together
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@ -397,42 +397,11 @@ namespace XNodeEditor {
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/// <summary> Duplicate selected nodes and select the duplicates </summary>
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public void DuplicateSelectedNodes() {
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UnityEngine.Object[] newNodes = new UnityEngine.Object[Selection.objects.Length];
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Dictionary<XNode.Node, XNode.Node> substitutes = new Dictionary<XNode.Node, XNode.Node>();
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for (int i = 0; i < Selection.objects.Length; i++) {
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if (Selection.objects[i] is XNode.Node) {
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XNode.Node srcNode = Selection.objects[i] as XNode.Node;
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if (srcNode.graph != graph) continue; // ignore nodes selected in another graph
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XNode.Node newNode = graphEditor.CopyNode(srcNode);
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substitutes.Add(srcNode, newNode);
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newNode.position = srcNode.position + new Vector2(30, 30);
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newNodes[i] = newNode;
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}
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}
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// Walk through the selected nodes again, recreate connections, using the new nodes
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for (int i = 0; i < Selection.objects.Length; i++) {
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if (Selection.objects[i] is XNode.Node) {
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XNode.Node srcNode = Selection.objects[i] as XNode.Node;
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if (srcNode.graph != graph) continue; // ignore nodes selected in another graph
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foreach (XNode.NodePort port in srcNode.Ports) {
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for (int c = 0; c < port.ConnectionCount; c++) {
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XNode.NodePort inputPort = port.direction == XNode.NodePort.IO.Input ? port : port.GetConnection(c);
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XNode.NodePort outputPort = port.direction == XNode.NodePort.IO.Output ? port : port.GetConnection(c);
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XNode.Node newNodeIn, newNodeOut;
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if (substitutes.TryGetValue(inputPort.node, out newNodeIn) && substitutes.TryGetValue(outputPort.node, out newNodeOut)) {
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newNodeIn.UpdateStaticPorts();
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newNodeOut.UpdateStaticPorts();
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inputPort = newNodeIn.GetInputPort(inputPort.fieldName);
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outputPort = newNodeOut.GetOutputPort(outputPort.fieldName);
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}
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if (!inputPort.IsConnectedTo(outputPort)) inputPort.Connect(outputPort);
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}
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}
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}
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}
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Selection.objects = newNodes;
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// Get selected nodes which are part of this graph
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XNode.Node[] selectedNodes = Selection.objects.Select(x => x as XNode.Node).Where(x => x != null && x.graph == graph).ToArray();
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// Get top left node position
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Vector2 topLeftNode = selectedNodes.Select(x => x.position).Aggregate((x, y) => new Vector2(Mathf.Min(x.x, y.x), Mathf.Min(x.y, y.y)));
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InsertDuplicateNodes(selectedNodes, topLeftNode + new Vector2(30, 30));
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}
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public void CopySelectedNodes() {
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@ -440,15 +409,20 @@ namespace XNodeEditor {
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}
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public void PasteNodes(Vector2 pos) {
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if (copyBuffer == null || copyBuffer.Length == 0) return;
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InsertDuplicateNodes(copyBuffer, pos);
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}
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//Center paste around first node in list
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Vector2 offset = pos - copyBuffer[0].position;
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private void InsertDuplicateNodes(XNode.Node[] nodes, Vector2 topLeft) {
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if (nodes == null || nodes.Length == 0) return;
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UnityEngine.Object[] newNodes = new UnityEngine.Object[copyBuffer.Length];
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// Get top-left node
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Vector2 topLeftNode = nodes.Select(x => x.position).Aggregate((x, y) => new Vector2(Mathf.Min(x.x, y.x), Mathf.Min(x.y, y.y)));
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Vector2 offset = topLeft - topLeftNode;
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UnityEngine.Object[] newNodes = new UnityEngine.Object[nodes.Length];
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Dictionary<XNode.Node, XNode.Node> substitutes = new Dictionary<XNode.Node, XNode.Node>();
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for (int i = 0; i < copyBuffer.Length; i++) {
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XNode.Node srcNode = copyBuffer[i] as XNode.Node;
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for (int i = 0; i < nodes.Length; i++) {
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XNode.Node srcNode = nodes[i];
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if (srcNode == null) continue;
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XNode.Node newNode = graphEditor.CopyNode(srcNode);
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substitutes.Add(srcNode, newNode);
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@ -457,8 +431,8 @@ namespace XNodeEditor {
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}
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// Walk through the selected nodes again, recreate connections, using the new nodes
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for (int i = 0; i < copyBuffer.Length; i++) {
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XNode.Node srcNode = copyBuffer[i] as XNode.Node;
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for (int i = 0; i < nodes.Length; i++) {
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XNode.Node srcNode = nodes[i];
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if (srcNode == null) continue;
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foreach (XNode.NodePort port in srcNode.Ports) {
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for (int c = 0; c < port.ConnectionCount; c++) {
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@ -476,6 +450,7 @@ namespace XNodeEditor {
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}
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}
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}
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// Select the new nodes
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Selection.objects = newNodes;
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}
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