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Merge pull request #317 from nostek/feature/formerlyserializedas
Added support for unitys FormerlySerializedAsAttribute.
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6cba54f3d4
@ -7,6 +7,7 @@ namespace XNode {
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/// <summary> Precaches reflection data in editor so we won't have to do it runtime </summary>
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public static class NodeDataCache {
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private static PortDataCache portDataCache;
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private static Dictionary<System.Type, Dictionary<string, string>> formerlySerializedAsCache;
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private static bool Initialized { get { return portDataCache != null; } }
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/// <summary> Update static ports and dynamic ports managed by DynamicPortLists to reflect class fields. </summary>
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@ -17,6 +18,9 @@ namespace XNode {
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Dictionary<string, List<NodePort>> removedPorts = new Dictionary<string, List<NodePort>>();
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System.Type nodeType = node.GetType();
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Dictionary<string, string> formerlySerializedAs = null;
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if (formerlySerializedAsCache != null) formerlySerializedAsCache.TryGetValue(nodeType, out formerlySerializedAs);
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List<NodePort> dynamicListPorts = new List<NodePort>();
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List<NodePort> typePortCache;
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@ -43,6 +47,11 @@ namespace XNode {
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}
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// If port doesn't exist anymore, remove it
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else if (port.IsStatic) {
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//See if the field is tagged with FormerlySerializedAs, if so add the port with its new field name to removedPorts
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// so it can be reconnected in missing ports stage.
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string newName = null;
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if (formerlySerializedAs != null && formerlySerializedAs.TryGetValue(port.fieldName, out newName)) removedPorts.Add(newName, port.GetConnections());
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port.ClearConnections();
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ports.Remove(port.fieldName);
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}
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@ -177,6 +186,7 @@ namespace XNode {
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object[] attribs = fieldInfo[i].GetCustomAttributes(true);
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Node.InputAttribute inputAttrib = attribs.FirstOrDefault(x => x is Node.InputAttribute) as Node.InputAttribute;
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Node.OutputAttribute outputAttrib = attribs.FirstOrDefault(x => x is Node.OutputAttribute) as Node.OutputAttribute;
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UnityEngine.Serialization.FormerlySerializedAsAttribute formerlySerializedAsAttribute = attribs.FirstOrDefault(x => x is UnityEngine.Serialization.FormerlySerializedAsAttribute) as UnityEngine.Serialization.FormerlySerializedAsAttribute;
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if (inputAttrib == null && outputAttrib == null) continue;
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@ -185,6 +195,14 @@ namespace XNode {
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if (!portDataCache.ContainsKey(nodeType)) portDataCache.Add(nodeType, new List<NodePort>());
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portDataCache[nodeType].Add(new NodePort(fieldInfo[i]));
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}
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if(formerlySerializedAsAttribute != null) {
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if (formerlySerializedAsCache == null) formerlySerializedAsCache = new Dictionary<System.Type, Dictionary<string, string>>();
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if (!formerlySerializedAsCache.ContainsKey(nodeType)) formerlySerializedAsCache.Add(nodeType, new Dictionary<string, string>());
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if (formerlySerializedAsCache[nodeType].ContainsKey(formerlySerializedAsAttribute.oldName)) Debug.LogError("Another FormerlySerializedAs with value '" + formerlySerializedAsAttribute.oldName + "' already exist on this node.");
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else formerlySerializedAsCache[nodeType].Add(formerlySerializedAsAttribute.oldName, fieldInfo[i].Name);
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}
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}
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}
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