diff --git a/.editorconfig b/.editorconfig
new file mode 100644
index 0000000..03c2cb5
--- /dev/null
+++ b/.editorconfig
@@ -0,0 +1,8 @@
+root = true
+
+[*.cs]
+indent_style = space
+indent_size = 4
+end_of_line = crlf
+insert_final_newline = false
+trim_trailing_whitespace = true
diff --git a/.gitignore b/.gitignore
index 357f778..13d45ba 100644
--- a/.gitignore
+++ b/.gitignore
@@ -23,3 +23,6 @@ sysinfo.txt
.git.meta
.gitignore.meta
.gitattributes.meta
+
+# OS X only:
+.DS_Store
\ No newline at end of file
diff --git a/CONTRIBUTING.md b/CONTRIBUTING.md
index 33da9d3..10d780a 100644
--- a/CONTRIBUTING.md
+++ b/CONTRIBUTING.md
@@ -5,14 +5,22 @@ If you haven't already, join our [Discord channel](https://discord.gg/qgPrHv4)!
## Pull Requests
Try to keep your pull requests relevant, neat, and manageable. If you are adding multiple features, split them into separate PRs.
-* Avoid including irellevant whitespace or formatting changes.
-* Comment your code.
-* Spell check your code / comments
-* Use consistent formatting
+These are the main points to follow:
+
+1) Use formatting which is consistent with the rest of xNode base (see below)
+2) Keep _one feature_ per PR (see below)
+3) xNode aims to be compatible with C# 4.x, do not use new language features
+4) Avoid including irellevant whitespace or formatting changes
+5) Comment your code
+6) Spell check your code / comments
+7) Use concrete types, not *var*
+8) Use english language
## New features
xNode aims to be simple and extendible, not trying to fix all of Unity's shortcomings.
+Approved changes might be rejected if bundled with rejected changes, so keep PRs as separate as possible.
+
If your feature aims to cover something not related to editing nodes, it generally won't be accepted. If in doubt, ask on the Discord channel.
## Coding conventions
diff --git a/README.md b/README.md
index 9907392..0207ad3 100644
--- a/README.md
+++ b/README.md
@@ -4,6 +4,7 @@
[](https://github.com/Siccity/xNode/issues)
[](https://raw.githubusercontent.com/Siccity/xNode/master/LICENSE.md)
[](https://github.com/Siccity/xNode/wiki)
+[](https://openupm.com/packages/com.github.siccity.xnode/)
[Downloads](https://github.com/Siccity/xNode/releases) / [Asset Store](http://u3d.as/108S) / [Documentation](https://github.com/Siccity/xNode/wiki)
@@ -33,6 +34,7 @@ With a minimal footprint, it is ideal as a base for custom state machines, dialo
* [Examples branch](https://github.com/Siccity/xNode/tree/examples) - look at other small projects
### Installing with Unity Package Manager
+***Via Git URL***
*(Requires Unity version 2018.3.0b7 or above)*
To install this project as a [Git dependency](https://docs.unity3d.com/Manual/upm-git.html) using the Unity Package Manager,
@@ -46,6 +48,14 @@ You will need to have Git installed and available in your system's PATH.
If you are using [Assembly Definitions](https://docs.unity3d.com/Manual/ScriptCompilationAssemblyDefinitionFiles.html) in your project, you will need to add `XNode` and/or `XNodeEditor` as Assembly Definition References.
+***Via OpenUPM***
+
+The package is available on the [openupm registry](https://openupm.com). It's recommended to install it via [openupm-cli](https://github.com/openupm/openupm-cli).
+
+```
+openupm add com.github.siccity.xnode
+```
+
### Node example:
```csharp
// public classes deriving from Node are registered as nodes for use within a graph
diff --git a/Scripts/Editor/GraphAndNodeEditor.cs b/Scripts/Editor/GraphAndNodeEditor.cs
new file mode 100644
index 0000000..6859855
--- /dev/null
+++ b/Scripts/Editor/GraphAndNodeEditor.cs
@@ -0,0 +1,75 @@
+using UnityEditor;
+using UnityEngine;
+#if ODIN_INSPECTOR
+using Sirenix.OdinInspector.Editor;
+using Sirenix.Utilities;
+using Sirenix.Utilities.Editor;
+#endif
+
+namespace XNodeEditor {
+ /// Override graph inspector to show an 'Open Graph' button at the top
+ [CustomEditor(typeof(XNode.NodeGraph), true)]
+#if ODIN_INSPECTOR
+ public class GlobalGraphEditor : OdinEditor {
+ public override void OnInspectorGUI() {
+ if (GUILayout.Button("Edit graph", GUILayout.Height(40))) {
+ NodeEditorWindow.Open(serializedObject.targetObject as XNode.NodeGraph);
+ }
+ base.OnInspectorGUI();
+ }
+ }
+#else
+ [CanEditMultipleObjects]
+ public class GlobalGraphEditor : Editor {
+ public override void OnInspectorGUI() {
+ serializedObject.Update();
+
+ if (GUILayout.Button("Edit graph", GUILayout.Height(40))) {
+ NodeEditorWindow.Open(serializedObject.targetObject as XNode.NodeGraph);
+ }
+
+ GUILayout.Space(EditorGUIUtility.singleLineHeight);
+ GUILayout.Label("Raw data", "BoldLabel");
+
+ DrawDefaultInspector();
+
+ serializedObject.ApplyModifiedProperties();
+ }
+ }
+#endif
+
+ [CustomEditor(typeof(XNode.Node), true)]
+#if ODIN_INSPECTOR
+ public class GlobalNodeEditor : OdinEditor {
+ public override void OnInspectorGUI() {
+ if (GUILayout.Button("Edit graph", GUILayout.Height(40))) {
+ SerializedProperty graphProp = serializedObject.FindProperty("graph");
+ NodeEditorWindow w = NodeEditorWindow.Open(graphProp.objectReferenceValue as XNode.NodeGraph);
+ w.Home(); // Focus selected node
+ }
+ base.OnInspectorGUI();
+ }
+ }
+#else
+ [CanEditMultipleObjects]
+ public class GlobalNodeEditor : Editor {
+ public override void OnInspectorGUI() {
+ serializedObject.Update();
+
+ if (GUILayout.Button("Edit graph", GUILayout.Height(40))) {
+ SerializedProperty graphProp = serializedObject.FindProperty("graph");
+ NodeEditorWindow w = NodeEditorWindow.Open(graphProp.objectReferenceValue as XNode.NodeGraph);
+ w.Home(); // Focus selected node
+ }
+
+ GUILayout.Space(EditorGUIUtility.singleLineHeight);
+ GUILayout.Label("Raw data", "BoldLabel");
+
+ // Now draw the node itself.
+ DrawDefaultInspector();
+
+ serializedObject.ApplyModifiedProperties();
+ }
+ }
+#endif
+}
\ No newline at end of file
diff --git a/Scripts/Editor/GraphAndNodeEditor.cs.meta b/Scripts/Editor/GraphAndNodeEditor.cs.meta
new file mode 100644
index 0000000..5cc60df
--- /dev/null
+++ b/Scripts/Editor/GraphAndNodeEditor.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: bdd6e443125ccac4dad0665515759637
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Scripts/Editor/GraphRenameFixAssetProcessor.cs b/Scripts/Editor/GraphRenameFixAssetProcessor.cs
new file mode 100644
index 0000000..264e8b1
--- /dev/null
+++ b/Scripts/Editor/GraphRenameFixAssetProcessor.cs
@@ -0,0 +1,35 @@
+using UnityEditor;
+using XNode;
+
+namespace XNodeEditor {
+ ///
+ /// This asset processor resolves an issue with the new v2 AssetDatabase system present on 2019.3 and later. When
+ /// renaming a asset, it appears that sometimes the v2 AssetDatabase will swap which asset
+ /// is the main asset (present at top level) between the and one of its
+ /// sub-assets. As a workaround until Unity fixes this, this asset processor checks all renamed assets and if it
+ /// finds a case where a has been made the main asset it will swap it back to being a sub-asset
+ /// and rename the node to the default name for that node type.
+ ///
+ internal sealed class GraphRenameFixAssetProcessor : AssetPostprocessor {
+ private static void OnPostprocessAllAssets(
+ string[] importedAssets,
+ string[] deletedAssets,
+ string[] movedAssets,
+ string[] movedFromAssetPaths) {
+ for (int i = 0; i < movedAssets.Length; i++) {
+ Node nodeAsset = AssetDatabase.LoadMainAssetAtPath(movedAssets[i]) as Node;
+
+ // If the renamed asset is a node graph, but the v2 AssetDatabase has swapped a sub-asset node to be its
+ // main asset, reset the node graph to be the main asset and rename the node asset back to its default
+ // name.
+ if (nodeAsset != null && AssetDatabase.IsMainAsset(nodeAsset)) {
+ AssetDatabase.SetMainObject(nodeAsset.graph, movedAssets[i]);
+ AssetDatabase.ImportAsset(movedAssets[i]);
+
+ nodeAsset.name = NodeEditorUtilities.NodeDefaultName(nodeAsset.GetType());
+ EditorUtility.SetDirty(nodeAsset);
+ }
+ }
+ }
+ }
+}
\ No newline at end of file
diff --git a/Scripts/Editor/GraphRenameFixAssetProcessor.cs.meta b/Scripts/Editor/GraphRenameFixAssetProcessor.cs.meta
new file mode 100644
index 0000000..77e87ee
--- /dev/null
+++ b/Scripts/Editor/GraphRenameFixAssetProcessor.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 65da1ff1c50a9984a9c95fd18799e8dd
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Scripts/Editor/NodeEditor.cs b/Scripts/Editor/NodeEditor.cs
index 13440ea..36c3a6e 100644
--- a/Scripts/Editor/NodeEditor.cs
+++ b/Scripts/Editor/NodeEditor.cs
@@ -21,7 +21,7 @@ namespace XNodeEditor {
public readonly static Dictionary portPositions = new Dictionary();
#if ODIN_INSPECTOR
- internal static bool inNodeEditor = false;
+ protected internal static bool inNodeEditor = false;
#endif
public virtual void OnHeaderGUI() {
@@ -67,7 +67,7 @@ namespace XNodeEditor {
serializedObject.ApplyModifiedProperties();
#if ODIN_INSPECTOR
- // Call repaint so that the graph window elements respond properly to layout changes coming from Odin
+ // Call repaint so that the graph window elements respond properly to layout changes coming from Odin
if (GUIHelper.RepaintRequested) {
GUIHelper.ClearRepaintRequest();
window.Repaint();
@@ -100,19 +100,28 @@ namespace XNodeEditor {
return NodeEditorResources.styles.nodeBody;
}
+ public virtual GUIStyle GetBodyHighlightStyle() {
+ return NodeEditorResources.styles.nodeHighlight;
+ }
+
/// Add items for the context menu when right-clicking this node. Override to add custom menu items.
public virtual void AddContextMenuItems(GenericMenu menu) {
+ bool canRemove = true;
// Actions if only one node is selected
if (Selection.objects.Length == 1 && Selection.activeObject is XNode.Node) {
XNode.Node node = Selection.activeObject as XNode.Node;
menu.AddItem(new GUIContent("Move To Top"), false, () => NodeEditorWindow.current.MoveNodeToTop(node));
menu.AddItem(new GUIContent("Rename"), false, NodeEditorWindow.current.RenameSelectedNode);
+
+ canRemove = NodeGraphEditor.GetEditor(node.graph, NodeEditorWindow.current).CanRemove(node);
}
// Add actions to any number of selected nodes
menu.AddItem(new GUIContent("Copy"), false, NodeEditorWindow.current.CopySelectedNodes);
menu.AddItem(new GUIContent("Duplicate"), false, NodeEditorWindow.current.DuplicateSelectedNodes);
- menu.AddItem(new GUIContent("Remove"), false, NodeEditorWindow.current.RemoveSelectedNodes);
+
+ if (canRemove) menu.AddItem(new GUIContent("Remove"), false, NodeEditorWindow.current.RemoveSelectedNodes);
+ else menu.AddItem(new GUIContent("Remove"), false, null);
// Custom sctions if only one node is selected
if (Selection.objects.Length == 1 && Selection.activeObject is XNode.Node) {
@@ -125,9 +134,13 @@ namespace XNodeEditor {
public void Rename(string newName) {
if (newName == null || newName.Trim() == "") newName = NodeEditorUtilities.NodeDefaultName(target.GetType());
target.name = newName;
+ OnRename();
AssetDatabase.ImportAsset(AssetDatabase.GetAssetPath(target));
}
+ /// Called after this node's name has changed.
+ public virtual void OnRename() { }
+
[AttributeUsage(AttributeTargets.Class)]
public class CustomNodeEditorAttribute : Attribute,
XNodeEditor.Internal.NodeEditorBase.INodeEditorAttrib {
diff --git a/Scripts/Editor/NodeEditorAction.cs b/Scripts/Editor/NodeEditorAction.cs
index 2581676..b112732 100644
--- a/Scripts/Editor/NodeEditorAction.cs
+++ b/Scripts/Editor/NodeEditorAction.cs
@@ -25,13 +25,14 @@ namespace XNodeEditor {
[NonSerialized] private XNode.NodePort autoConnectOutput = null;
[NonSerialized] private List draggedOutputReroutes = new List();
private RerouteReference hoveredReroute = new RerouteReference();
- private List selectedReroutes = new List();
+ public List selectedReroutes = new List();
private Vector2 dragBoxStart;
private UnityEngine.Object[] preBoxSelection;
private RerouteReference[] preBoxSelectionReroute;
private Rect selectionBox;
private bool isDoubleClick = false;
private Vector2 lastMousePosition;
+ private float dragThreshold = 1f;
public void Controls() {
wantsMouseMove = true;
@@ -58,10 +59,9 @@ namespace XNodeEditor {
case EventType.MouseDrag:
if (e.button == 0) {
if (IsDraggingPort) {
- if (IsHoveringPort && hoveredPort.IsInput && draggedOutput.CanConnectTo(hoveredPort)) {
- if (!draggedOutput.IsConnectedTo(hoveredPort)) {
- draggedOutputTarget = hoveredPort;
- }
+ // Set target even if we can't connect, so as to prevent auto-conn menu from opening erroneously
+ if (IsHoveringPort && hoveredPort.IsInput && !draggedOutput.IsConnectedTo(hoveredPort)) {
+ draggedOutputTarget = hoveredPort;
} else {
draggedOutputTarget = null;
}
@@ -135,8 +135,11 @@ namespace XNodeEditor {
Repaint();
}
} else if (e.button == 1 || e.button == 2) {
- panOffset += e.delta * zoom;
- isPanning = true;
+ //check drag threshold for larger screens
+ if (e.delta.magnitude > dragThreshold) {
+ panOffset += e.delta * zoom;
+ isPanning = true;
+ }
}
break;
case EventType.MouseDown:
@@ -205,8 +208,8 @@ namespace XNodeEditor {
if (e.button == 0) {
//Port drag release
if (IsDraggingPort) {
- //If connection is valid, save it
- if (draggedOutputTarget != null) {
+ // If connection is valid, save it
+ if (draggedOutputTarget != null && draggedOutput.CanConnectTo(draggedOutputTarget)) {
XNode.Node node = draggedOutputTarget.node;
if (graph.nodes.Count != 0) draggedOutput.Connect(draggedOutputTarget);
@@ -218,8 +221,8 @@ namespace XNodeEditor {
EditorUtility.SetDirty(graph);
}
}
- // Open context menu for auto-connection
- else if (NodeEditorPreferences.GetSettings().dragToCreate && autoConnectOutput != null) {
+ // Open context menu for auto-connection if there is no target node
+ else if (draggedOutputTarget == null && NodeEditorPreferences.GetSettings().dragToCreate && autoConnectOutput != null) {
GenericMenu menu = new GenericMenu();
graphEditor.AddContextMenuItems(menu);
menu.DropDown(new Rect(Event.current.mousePosition, Vector2.zero));
@@ -440,6 +443,15 @@ namespace XNodeEditor {
for (int i = 0; i < nodes.Length; i++) {
XNode.Node srcNode = nodes[i];
if (srcNode == null) continue;
+
+ // Check if user is allowed to add more of given node type
+ XNode.Node.DisallowMultipleNodesAttribute disallowAttrib;
+ Type nodeType = srcNode.GetType();
+ if (NodeEditorUtilities.GetAttrib(nodeType, out disallowAttrib)) {
+ int typeCount = graph.nodes.Count(x => x.GetType() == nodeType);
+ if (typeCount >= disallowAttrib.max) continue;
+ }
+
XNode.Node newNode = graphEditor.CopyNode(srcNode);
substitutes.Add(srcNode, newNode);
newNode.position = srcNode.position + offset;
@@ -457,8 +469,8 @@ namespace XNodeEditor {
XNode.Node newNodeIn, newNodeOut;
if (substitutes.TryGetValue(inputPort.node, out newNodeIn) && substitutes.TryGetValue(outputPort.node, out newNodeOut)) {
- newNodeIn.UpdateStaticPorts();
- newNodeOut.UpdateStaticPorts();
+ newNodeIn.UpdatePorts();
+ newNodeOut.UpdatePorts();
inputPort = newNodeIn.GetInputPort(inputPort.fieldName);
outputPort = newNodeOut.GetOutputPort(outputPort.fieldName);
}
@@ -527,8 +539,8 @@ namespace XNodeEditor {
XNode.NodePort inputPort = node.Ports.FirstOrDefault(x => x.IsInput && x.ValueType == autoConnectOutput.ValueType);
// Fallback to input port
if (inputPort == null) inputPort = node.Ports.FirstOrDefault(x => x.IsInput);
- // Autoconnect
- if (inputPort != null) autoConnectOutput.Connect(inputPort);
+ // Autoconnect if connection is compatible
+ if (inputPort != null && inputPort.CanConnectTo(autoConnectOutput)) autoConnectOutput.Connect(inputPort);
// Save changes
EditorUtility.SetDirty(graph);
@@ -536,4 +548,4 @@ namespace XNodeEditor {
autoConnectOutput = null;
}
}
-}
\ No newline at end of file
+}
diff --git a/Scripts/Editor/NodeEditorGUI.cs b/Scripts/Editor/NodeEditorGUI.cs
old mode 100644
new mode 100755
index c41afd0..99cdecf
--- a/Scripts/Editor/NodeEditorGUI.cs
+++ b/Scripts/Editor/NodeEditorGUI.cs
@@ -17,7 +17,7 @@ namespace XNodeEditor {
public event Action onLateGUI;
private static readonly Vector3[] polyLineTempArray = new Vector3[2];
- private void OnGUI() {
+ protected virtual void OnGUI() {
Event e = Event.current;
Matrix4x4 m = GUI.matrix;
if (graph == null) return;
@@ -142,6 +142,7 @@ namespace XNodeEditor {
for (int i = 0; i < gridPoints.Count; ++i)
gridPoints[i] = GridToWindowPosition(gridPoints[i]);
+ Color originalHandlesColor = Handles.color;
Handles.color = gradient.Evaluate(0f);
int length = gridPoints.Count;
switch (path) {
@@ -202,6 +203,7 @@ namespace XNodeEditor {
Vector2 prev_point = point_a;
// Approximately one segment per 5 pixels
int segments = (int) Vector2.Distance(point_a, point_b) / 5;
+ segments = Math.Max(segments, 1);
int draw = 0;
for (int j = 0; j <= segments; j++) {
@@ -267,7 +269,44 @@ namespace XNodeEditor {
}
}
break;
+ case NoodlePath.ShaderLab:
+ Vector2 start = gridPoints[0];
+ Vector2 end = gridPoints[length - 1];
+ //Modify first and last point in array so we can loop trough them nicely.
+ gridPoints[0] = gridPoints[0] + Vector2.right * (20 / zoom);
+ gridPoints[length - 1] = gridPoints[length - 1] + Vector2.left * (20 / zoom);
+ //Draw first vertical lines going out from nodes
+ Handles.color = gradient.Evaluate(0f);
+ DrawAAPolyLineNonAlloc(thickness, start, gridPoints[0]);
+ Handles.color = gradient.Evaluate(1f);
+ DrawAAPolyLineNonAlloc(thickness, end, gridPoints[length - 1]);
+ for (int i = 0; i < length - 1; i++) {
+ Vector2 point_a = gridPoints[i];
+ Vector2 point_b = gridPoints[i + 1];
+ // Draws the line with the coloring.
+ Vector2 prev_point = point_a;
+ // Approximately one segment per 5 pixels
+ int segments = (int) Vector2.Distance(point_a, point_b) / 5;
+ segments = Math.Max(segments, 1);
+
+ int draw = 0;
+ for (int j = 0; j <= segments; j++) {
+ draw++;
+ float t = j / (float) segments;
+ Vector2 lerp = Vector2.Lerp(point_a, point_b, t);
+ if (draw > 0) {
+ if (i == length - 2) Handles.color = gradient.Evaluate(t);
+ DrawAAPolyLineNonAlloc(thickness, prev_point, lerp);
+ }
+ prev_point = lerp;
+ if (stroke == NoodleStroke.Dashed && draw >= 2) draw = -2;
+ }
+ }
+ gridPoints[0] = start;
+ gridPoints[length - 1] = end;
+ break;
}
+ Handles.color = originalHandlesColor;
}
/// Draws all connections
@@ -413,7 +452,7 @@ namespace XNodeEditor {
if (selected) {
GUIStyle style = new GUIStyle(nodeEditor.GetBodyStyle());
- GUIStyle highlightStyle = new GUIStyle(NodeEditorResources.styles.nodeHighlight);
+ GUIStyle highlightStyle = new GUIStyle(nodeEditor.GetBodyHighlightStyle());
highlightStyle.padding = style.padding;
style.padding = new RectOffset();
GUI.color = nodeEditor.GetTint();
@@ -524,4 +563,4 @@ namespace XNodeEditor {
}
}
}
-}
\ No newline at end of file
+}
diff --git a/Scripts/Editor/NodeEditorGUILayout.cs b/Scripts/Editor/NodeEditorGUILayout.cs
index f9333db..3574ace 100644
--- a/Scripts/Editor/NodeEditorGUILayout.cs
+++ b/Scripts/Editor/NodeEditorGUILayout.cs
@@ -312,6 +312,8 @@ namespace XNodeEditor {
}).Where(x => x.port != null);
List dynamicPorts = indexedPorts.OrderBy(x => x.index).Select(x => x.port).ToList();
+ node.UpdatePorts();
+
ReorderableList list = null;
Dictionary rlc;
if (reorderableListCache.TryGetValue(serializedObject.targetObject, out rlc)) {
@@ -326,6 +328,7 @@ namespace XNodeEditor {
}
list.list = dynamicPorts;
list.DoLayoutList();
+
}
private static ReorderableList CreateReorderableList(string fieldName, List dynamicPorts, SerializedProperty arrayData, Type type, SerializedObject serializedObject, XNode.NodePort.IO io, XNode.Node.ConnectionType connectionType, XNode.Node.TypeConstraint typeConstraint, Action onCreation) {
@@ -337,7 +340,7 @@ namespace XNodeEditor {
list.drawElementCallback =
(Rect rect, int index, bool isActive, bool isFocused) => {
XNode.NodePort port = node.GetPort(fieldName + " " + index);
- if (hasArrayData) {
+ if (hasArrayData && arrayData.propertyType != SerializedPropertyType.String) {
if (arrayData.arraySize <= index) {
EditorGUI.LabelField(rect, "Array[" + index + "] data out of range");
return;
@@ -368,7 +371,10 @@ namespace XNodeEditor {
};
list.onReorderCallback =
(ReorderableList rl) => {
-
+ bool hasRect = false;
+ bool hasNewRect = false;
+ Rect rect = Rect.zero;
+ Rect newRect = Rect.zero;
// Move up
if (rl.index > reorderableListIndex) {
for (int i = reorderableListIndex; i < rl.index; ++i) {
@@ -377,9 +383,10 @@ namespace XNodeEditor {
port.SwapConnections(nextPort);
// Swap cached positions to mitigate twitching
- Rect rect = NodeEditorWindow.current.portConnectionPoints[port];
- NodeEditorWindow.current.portConnectionPoints[port] = NodeEditorWindow.current.portConnectionPoints[nextPort];
- NodeEditorWindow.current.portConnectionPoints[nextPort] = rect;
+ hasRect = NodeEditorWindow.current.portConnectionPoints.TryGetValue(port, out rect);
+ hasNewRect = NodeEditorWindow.current.portConnectionPoints.TryGetValue(nextPort, out newRect);
+ NodeEditorWindow.current.portConnectionPoints[port] = hasNewRect?newRect:rect;
+ NodeEditorWindow.current.portConnectionPoints[nextPort] = hasRect?rect:newRect;
}
}
// Move down
@@ -390,9 +397,10 @@ namespace XNodeEditor {
port.SwapConnections(nextPort);
// Swap cached positions to mitigate twitching
- Rect rect = NodeEditorWindow.current.portConnectionPoints[port];
- NodeEditorWindow.current.portConnectionPoints[port] = NodeEditorWindow.current.portConnectionPoints[nextPort];
- NodeEditorWindow.current.portConnectionPoints[nextPort] = rect;
+ hasRect = NodeEditorWindow.current.portConnectionPoints.TryGetValue(port, out rect);
+ hasNewRect = NodeEditorWindow.current.portConnectionPoints.TryGetValue(nextPort, out newRect);
+ NodeEditorWindow.current.portConnectionPoints[port] = hasNewRect?newRect:rect;
+ NodeEditorWindow.current.portConnectionPoints[nextPort] = hasRect?rect:newRect;
}
}
// Apply changes
@@ -465,7 +473,7 @@ namespace XNodeEditor {
EditorUtility.SetDirty(node);
}
- if (hasArrayData) {
+ if (hasArrayData && arrayData.propertyType != SerializedPropertyType.String) {
if (arrayData.arraySize <= index) {
Debug.LogWarning("Attempted to remove array index " + index + " where only " + arrayData.arraySize + " exist - Skipped");
Debug.Log(rl.list[0]);
diff --git a/Scripts/Editor/NodeEditorPreferences.cs b/Scripts/Editor/NodeEditorPreferences.cs
index 467318a..72eb8aa 100644
--- a/Scripts/Editor/NodeEditorPreferences.cs
+++ b/Scripts/Editor/NodeEditorPreferences.cs
@@ -5,7 +5,7 @@ using UnityEngine;
using UnityEngine.Serialization;
namespace XNodeEditor {
- public enum NoodlePath { Curvy, Straight, Angled }
+ public enum NoodlePath { Curvy, Straight, Angled, ShaderLab }
public enum NoodleStroke { Full, Dashed }
public static class NodeEditorPreferences {
diff --git a/Scripts/Editor/NodeEditorUtilities.cs b/Scripts/Editor/NodeEditorUtilities.cs
index 9973145..ac12e33 100644
--- a/Scripts/Editor/NodeEditorUtilities.cs
+++ b/Scripts/Editor/NodeEditorUtilities.cs
@@ -74,8 +74,10 @@ namespace XNodeEditor {
Attribute attr;
if (!typeTypes.TryGetValue(typeof(T), out attr)) {
- if (GetAttrib(classType, fieldName, out attribOut)) typeTypes.Add(typeof(T), attribOut);
- else typeTypes.Add(typeof(T), null);
+ if (GetAttrib(classType, fieldName, out attribOut)) {
+ typeTypes.Add(typeof(T), attribOut);
+ return true;
+ } else typeTypes.Add(typeof(T), null);
}
if (attr == null) {
@@ -261,4 +263,4 @@ namespace XNodeEditor {
}
}
}
-}
\ No newline at end of file
+}
diff --git a/Scripts/Editor/NodeEditorWindow.cs b/Scripts/Editor/NodeEditorWindow.cs
index a063410..4f0a102 100644
--- a/Scripts/Editor/NodeEditorWindow.cs
+++ b/Scripts/Editor/NodeEditorWindow.cs
@@ -77,7 +77,16 @@ namespace XNodeEditor {
void OnFocus() {
current = this;
ValidateGraphEditor();
- if (graphEditor != null && NodeEditorPreferences.GetSettings().autoSave) AssetDatabase.SaveAssets();
+ if (graphEditor != null) {
+ graphEditor.OnWindowFocus();
+ if (NodeEditorPreferences.GetSettings().autoSave) AssetDatabase.SaveAssets();
+ }
+
+ dragThreshold = Math.Max(1f, Screen.width / 1000f);
+ }
+
+ void OnLostFocus() {
+ if (graphEditor != null) graphEditor.OnWindowFocusLost();
}
[InitializeOnLoadMethod]
@@ -97,7 +106,7 @@ namespace XNodeEditor {
/// Make sure the graph editor is assigned and to the right object
private void ValidateGraphEditor() {
NodeGraphEditor graphEditor = NodeGraphEditor.GetEditor(graph, this);
- if (this.graphEditor != graphEditor) {
+ if (this.graphEditor != graphEditor && graphEditor != null) {
this.graphEditor = graphEditor;
graphEditor.OnOpen();
}
@@ -187,12 +196,13 @@ namespace XNodeEditor {
}
/// Open the provided graph in the NodeEditor
- public static void Open(XNode.NodeGraph graph) {
- if (!graph) return;
+ public static NodeEditorWindow Open(XNode.NodeGraph graph) {
+ if (!graph) return null;
NodeEditorWindow w = GetWindow(typeof(NodeEditorWindow), false, "xNode", true) as NodeEditorWindow;
w.wantsMouseMove = true;
w.graph = graph;
+ return w;
}
/// Repaint all open NodeEditorWindows.
diff --git a/Scripts/Editor/NodeGraphEditor.cs b/Scripts/Editor/NodeGraphEditor.cs
index 3a0464c..01de70e 100644
--- a/Scripts/Editor/NodeGraphEditor.cs
+++ b/Scripts/Editor/NodeGraphEditor.cs
@@ -17,6 +17,12 @@ namespace XNodeEditor {
/// Called when opened by NodeEditorWindow
public virtual void OnOpen() { }
+
+ /// Called when NodeEditorWindow gains focus
+ public virtual void OnWindowFocus() { }
+
+ /// Called when NodeEditorWindow loses focus
+ public virtual void OnWindowFocusLost() { }
public virtual Texture2D GetGridTexture() {
return NodeEditorPreferences.GetSettings().gridTexture;
@@ -41,17 +47,38 @@ namespace XNodeEditor {
return NodeEditorUtilities.NodeDefaultPath(type);
}
+ /// The order by which the menu items are displayed.
+ public virtual int GetNodeMenuOrder(Type type) {
+ //Check if type has the CreateNodeMenuAttribute
+ XNode.Node.CreateNodeMenuAttribute attrib;
+ if (NodeEditorUtilities.GetAttrib(type, out attrib)) // Return custom path
+ return attrib.order;
+ else
+ return 0;
+ }
+
/// Add items for the context menu when right-clicking this node. Override to add custom menu items.
public virtual void AddContextMenuItems(GenericMenu menu) {
Vector2 pos = NodeEditorWindow.current.WindowToGridPosition(Event.current.mousePosition);
- for (int i = 0; i < NodeEditorReflection.nodeTypes.Length; i++) {
- Type type = NodeEditorReflection.nodeTypes[i];
+ var nodeTypes = NodeEditorReflection.nodeTypes.OrderBy(type => GetNodeMenuOrder(type)).ToArray();
+ for (int i = 0; i < nodeTypes.Length; i++) {
+ Type type = nodeTypes[i];
//Get node context menu path
string path = GetNodeMenuName(type);
if (string.IsNullOrEmpty(path)) continue;
- menu.AddItem(new GUIContent(path), false, () => {
+ // Check if user is allowed to add more of given node type
+ XNode.Node.DisallowMultipleNodesAttribute disallowAttrib;
+ bool disallowed = false;
+ if (NodeEditorUtilities.GetAttrib(type, out disallowAttrib)) {
+ int typeCount = target.nodes.Count(x => x.GetType() == type);
+ if (typeCount >= disallowAttrib.max) disallowed = true;
+ }
+
+ // Add node entry to context menu
+ if (disallowed) menu.AddItem(new GUIContent(path), false, null);
+ else menu.AddItem(new GUIContent(path), false, () => {
XNode.Node node = CreateNode(type, pos);
NodeEditorWindow.current.AutoConnect(node);
});
@@ -133,7 +160,7 @@ namespace XNodeEditor {
/// Deal with objects dropped into the graph through DragAndDrop
public virtual void OnDropObjects(UnityEngine.Object[] objects) {
- Debug.Log("No OnDropObjects override defined for " + GetType());
+ if (GetType() != typeof(NodeGraphEditor)) Debug.Log("No OnDropObjects override defined for " + GetType());
}
/// Create a node and save it in the graph asset
@@ -143,14 +170,14 @@ namespace XNodeEditor {
Undo.RegisterCreatedObjectUndo(node, "Create Node");
node.position = position;
if (node.name == null || node.name.Trim() == "") node.name = NodeEditorUtilities.NodeDefaultName(type);
- AssetDatabase.AddObjectToAsset(node, target);
+ if (!string.IsNullOrEmpty(AssetDatabase.GetAssetPath(target))) AssetDatabase.AddObjectToAsset(node, target);
if (NodeEditorPreferences.GetSettings().autoSave) AssetDatabase.SaveAssets();
NodeEditorWindow.RepaintAll();
return node;
}
/// Creates a copy of the original node in the graph
- public XNode.Node CopyNode(XNode.Node original) {
+ public virtual XNode.Node CopyNode(XNode.Node original) {
Undo.RecordObject(target, "Duplicate Node");
XNode.Node node = target.CopyNode(original);
Undo.RegisterCreatedObjectUndo(node, "Duplicate Node");
@@ -160,8 +187,25 @@ namespace XNodeEditor {
return node;
}
+ /// Return false for nodes that can't be removed
+ public virtual bool CanRemove(XNode.Node node) {
+ // Check graph attributes to see if this node is required
+ Type graphType = target.GetType();
+ XNode.NodeGraph.RequireNodeAttribute[] attribs = Array.ConvertAll(
+ graphType.GetCustomAttributes(typeof(XNode.NodeGraph.RequireNodeAttribute), true), x => x as XNode.NodeGraph.RequireNodeAttribute);
+ if (attribs.Any(x => x.Requires(node.GetType()))) {
+ if (target.nodes.Count(x => x.GetType() == node.GetType()) <= 1) {
+ return false;
+ }
+ }
+ return true;
+ }
+
/// Safely remove a node and all its connections.
public virtual void RemoveNode(XNode.Node node) {
+ if (!CanRemove(node)) return;
+
+ // Remove the node
Undo.RecordObject(node, "Delete Node");
Undo.RecordObject(target, "Delete Node");
foreach (var port in node.Ports)
@@ -190,4 +234,4 @@ namespace XNodeEditor {
}
}
}
-}
\ No newline at end of file
+}
diff --git a/Scripts/Editor/NodeGraphImporter.cs b/Scripts/Editor/NodeGraphImporter.cs
new file mode 100644
index 0000000..3faf54f
--- /dev/null
+++ b/Scripts/Editor/NodeGraphImporter.cs
@@ -0,0 +1,45 @@
+using System;
+using System.IO;
+using System.Linq;
+using UnityEditor;
+using UnityEditor.Experimental.AssetImporters;
+using UnityEngine;
+using XNode;
+
+namespace XNodeEditor {
+ /// Deals with modified assets
+ class NodeGraphImporter : AssetPostprocessor {
+ private static void OnPostprocessAllAssets(string[] importedAssets, string[] deletedAssets, string[] movedAssets, string[] movedFromAssetPaths) {
+ foreach (string path in importedAssets) {
+ // Skip processing anything without the .asset extension
+ if (Path.GetExtension(path) != ".asset") continue;
+
+ // Get the object that is requested for deletion
+ NodeGraph graph = AssetDatabase.LoadAssetAtPath(path);
+ if (graph == null) continue;
+
+ // Get attributes
+ Type graphType = graph.GetType();
+ NodeGraph.RequireNodeAttribute[] attribs = Array.ConvertAll(
+ graphType.GetCustomAttributes(typeof(NodeGraph.RequireNodeAttribute), true), x => x as NodeGraph.RequireNodeAttribute);
+
+ Vector2 position = Vector2.zero;
+ foreach (NodeGraph.RequireNodeAttribute attrib in attribs) {
+ if (attrib.type0 != null) AddRequired(graph, attrib.type0, ref position);
+ if (attrib.type1 != null) AddRequired(graph, attrib.type1, ref position);
+ if (attrib.type2 != null) AddRequired(graph, attrib.type2, ref position);
+ }
+ }
+ }
+
+ private static void AddRequired(NodeGraph graph, Type type, ref Vector2 position) {
+ if (!graph.nodes.Any(x => x.GetType() == type)) {
+ XNode.Node node = graph.AddNode(type);
+ node.position = position;
+ position.x += 200;
+ if (node.name == null || node.name.Trim() == "") node.name = NodeEditorUtilities.NodeDefaultName(type);
+ if (!string.IsNullOrEmpty(AssetDatabase.GetAssetPath(graph))) AssetDatabase.AddObjectToAsset(node, graph);
+ }
+ }
+ }
+}
\ No newline at end of file
diff --git a/Scripts/Editor/NodeGraphImporter.cs.meta b/Scripts/Editor/NodeGraphImporter.cs.meta
new file mode 100644
index 0000000..b3dd1fe
--- /dev/null
+++ b/Scripts/Editor/NodeGraphImporter.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 7a816f2790bf3da48a2d6d0035ebc9a0
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Scripts/Editor/RenamePopup.cs b/Scripts/Editor/RenamePopup.cs
index 564374e..a43837f 100644
--- a/Scripts/Editor/RenamePopup.cs
+++ b/Scripts/Editor/RenamePopup.cs
@@ -1,9 +1,11 @@
-using UnityEditor;
+using UnityEditor;
using UnityEngine;
namespace XNodeEditor {
/// Utility for renaming assets
public class RenamePopup : EditorWindow {
+ private const string inputControlName = "nameInput";
+
public static RenamePopup current { get; private set; }
public Object target;
public string input;
@@ -19,7 +21,6 @@ namespace XNodeEditor {
window.input = target.name;
window.minSize = new Vector2(100, 44);
window.position = new Rect(0, 0, width, 44);
- GUI.FocusControl("ClearAllFocus");
window.UpdatePositionToMouse();
return window;
}
@@ -43,26 +44,40 @@ namespace XNodeEditor {
UpdatePositionToMouse();
firstFrame = false;
}
+ GUI.SetNextControlName(inputControlName);
input = EditorGUILayout.TextField(input);
+ EditorGUI.FocusTextInControl(inputControlName);
Event e = Event.current;
// If input is empty, revert name to default instead
if (input == null || input.Trim() == "") {
if (GUILayout.Button("Revert to default") || (e.isKey && e.keyCode == KeyCode.Return)) {
target.name = NodeEditorUtilities.NodeDefaultName(target.GetType());
+ NodeEditor.GetEditor((XNode.Node)target, NodeEditorWindow.current).OnRename();
+ AssetDatabase.SetMainObject((target as XNode.Node).graph, AssetDatabase.GetAssetPath(target));
AssetDatabase.ImportAsset(AssetDatabase.GetAssetPath(target));
Close();
- target.TriggerOnValidate();
+ target.TriggerOnValidate();
}
}
// Rename asset to input text
else {
if (GUILayout.Button("Apply") || (e.isKey && e.keyCode == KeyCode.Return)) {
target.name = input;
+ NodeEditor.GetEditor((XNode.Node)target, NodeEditorWindow.current).OnRename();
+ AssetDatabase.SetMainObject((target as XNode.Node).graph, AssetDatabase.GetAssetPath(target));
AssetDatabase.ImportAsset(AssetDatabase.GetAssetPath(target));
Close();
- target.TriggerOnValidate();
+ target.TriggerOnValidate();
}
}
+
+ if (e.isKey && e.keyCode == KeyCode.Escape) {
+ Close();
+ }
+ }
+
+ private void OnDestroy() {
+ EditorGUIUtility.editingTextField = false;
}
}
}
\ No newline at end of file
diff --git a/Scripts/Editor/SceneGraphEditor.cs b/Scripts/Editor/SceneGraphEditor.cs
new file mode 100644
index 0000000..9fb1c67
--- /dev/null
+++ b/Scripts/Editor/SceneGraphEditor.cs
@@ -0,0 +1,77 @@
+using System;
+using System.Collections;
+using System.Collections.Generic;
+using UnityEditor;
+using UnityEngine;
+using XNode;
+
+namespace XNodeEditor {
+ [CustomEditor(typeof(SceneGraph), true)]
+ public class SceneGraphEditor : Editor {
+ private SceneGraph sceneGraph;
+ private bool removeSafely;
+ private Type graphType;
+
+ public override void OnInspectorGUI() {
+ if (sceneGraph.graph == null) {
+ if (GUILayout.Button("New graph", GUILayout.Height(40))) {
+ if (graphType == null) {
+ Type[] graphTypes = NodeEditorReflection.GetDerivedTypes(typeof(NodeGraph));
+ GenericMenu menu = new GenericMenu();
+ for (int i = 0; i < graphTypes.Length; i++) {
+ Type graphType = graphTypes[i];
+ menu.AddItem(new GUIContent(graphType.Name), false, () => CreateGraph(graphType));
+ }
+ menu.ShowAsContext();
+ } else {
+ CreateGraph(graphType);
+ }
+ }
+ } else {
+ if (GUILayout.Button("Open graph", GUILayout.Height(40))) {
+ NodeEditorWindow.Open(sceneGraph.graph);
+ }
+ if (removeSafely) {
+ GUILayout.BeginHorizontal();
+ GUILayout.Label("Really remove graph?");
+ GUI.color = new Color(1, 0.8f, 0.8f);
+ if (GUILayout.Button("Remove")) {
+ removeSafely = false;
+ Undo.RecordObject(sceneGraph, "Removed graph");
+ sceneGraph.graph = null;
+ }
+ GUI.color = Color.white;
+ if (GUILayout.Button("Cancel")) {
+ removeSafely = false;
+ }
+ GUILayout.EndHorizontal();
+ } else {
+ GUI.color = new Color(1, 0.8f, 0.8f);
+ if (GUILayout.Button("Remove graph")) {
+ removeSafely = true;
+ }
+ GUI.color = Color.white;
+ }
+ }
+ }
+
+ private void OnEnable() {
+ sceneGraph = target as SceneGraph;
+ Type sceneGraphType = sceneGraph.GetType();
+ if (sceneGraphType == typeof(SceneGraph)) {
+ graphType = null;
+ } else {
+ Type baseType = sceneGraphType.BaseType;
+ if (baseType.IsGenericType) {
+ graphType = sceneGraphType = baseType.GetGenericArguments() [0];
+ }
+ }
+ }
+
+ public void CreateGraph(Type type) {
+ Undo.RecordObject(sceneGraph, "Create graph");
+ sceneGraph.graph = ScriptableObject.CreateInstance(type) as NodeGraph;
+ sceneGraph.graph.name = sceneGraph.name + "-graph";
+ }
+ }
+}
\ No newline at end of file
diff --git a/Scripts/Editor/SceneGraphEditor.cs.meta b/Scripts/Editor/SceneGraphEditor.cs.meta
new file mode 100644
index 0000000..e1bf0b2
--- /dev/null
+++ b/Scripts/Editor/SceneGraphEditor.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: aea725adabc311f44b5ea8161360a915
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Scripts/Node.cs b/Scripts/Node.cs
index a07679a..6744cc5 100644
--- a/Scripts/Node.cs
+++ b/Scripts/Node.cs
@@ -65,7 +65,7 @@ namespace XNode {
[Obsolete("Use AddDynamicInput instead")]
public NodePort AddInstanceInput(Type type, Node.ConnectionType connectionType = Node.ConnectionType.Multiple, Node.TypeConstraint typeConstraint = TypeConstraint.None, string fieldName = null) {
- return AddInstanceInput(type, connectionType, typeConstraint, fieldName);
+ return AddDynamicInput(type, connectionType, typeConstraint, fieldName);
}
[Obsolete("Use AddDynamicOutput instead")]
@@ -119,12 +119,12 @@ namespace XNode {
protected void OnEnable() {
if (graphHotfix != null) graph = graphHotfix;
graphHotfix = null;
- UpdateStaticPorts();
+ UpdatePorts();
Init();
}
- /// Update static ports to reflect class fields. This happens automatically on enable.
- public void UpdateStaticPorts() {
+ /// Update static ports and dynamic ports managed by DynamicPortLists to reflect class fields. This happens automatically on enable or on redrawing a dynamic port list.
+ public void UpdatePorts() {
NodeDataCache.UpdatePorts(this, ports);
}
@@ -262,7 +262,7 @@ namespace XNode {
#region Attributes
/// Mark a serializable field as an input port. You can access this through
- [AttributeUsage(AttributeTargets.Field, AllowMultiple = true)]
+ [AttributeUsage(AttributeTargets.Field)]
public class InputAttribute : Attribute {
public ShowBackingValue backingValue;
public ConnectionType connectionType;
@@ -285,7 +285,7 @@ namespace XNode {
}
/// Mark a serializable field as an output port. You can access this through
- [AttributeUsage(AttributeTargets.Field, AllowMultiple = true)]
+ [AttributeUsage(AttributeTargets.Field)]
public class OutputAttribute : Attribute {
public ShowBackingValue backingValue;
public ConnectionType connectionType;
@@ -314,16 +314,41 @@ namespace XNode {
public OutputAttribute(ShowBackingValue backingValue, ConnectionType connectionType, bool dynamicPortList) : this(backingValue, connectionType, TypeConstraint.None, dynamicPortList) { }
}
+ /// Manually supply node class with a context menu path
[AttributeUsage(AttributeTargets.Class, AllowMultiple = false)]
public class CreateNodeMenuAttribute : Attribute {
public string menuName;
+ public int order;
/// Manually supply node class with a context menu path
/// Path to this node in the context menu. Null or empty hides it.
public CreateNodeMenuAttribute(string menuName) {
this.menuName = menuName;
+ this.order = 0;
+ }
+
+ /// Manually supply node class with a context menu path
+ /// Path to this node in the context menu. Null or empty hides it.
+ /// The order by which the menu items are displayed.
+ public CreateNodeMenuAttribute(string menuName, int order) {
+ this.menuName = menuName;
+ this.order = order;
}
}
+ /// Prevents Node of the same type to be added more than once (configurable) to a NodeGraph
+ [AttributeUsage(AttributeTargets.Class, AllowMultiple = false)]
+ public class DisallowMultipleNodesAttribute : Attribute {
+ // TODO: Make inheritance work in such a way that applying [DisallowMultipleNodes(1)] to type NodeBar : Node
+ // while type NodeFoo : NodeBar exists, will let you add *either one* of these nodes, but not both.
+ public int max;
+ /// Prevents Node of the same type to be added more than once (configurable) to a NodeGraph
+ /// How many nodes to allow. Defaults to 1.
+ public DisallowMultipleNodesAttribute(int max = 1) {
+ this.max = max;
+ }
+ }
+
+ /// Specify a color for this node type
[AttributeUsage(AttributeTargets.Class, AllowMultiple = false)]
public class NodeTintAttribute : Attribute {
public Color color;
@@ -350,6 +375,7 @@ namespace XNode {
}
}
+ /// Specify a width for this node type
[AttributeUsage(AttributeTargets.Class, AllowMultiple = false)]
public class NodeWidthAttribute : Attribute {
public int width;
diff --git a/Scripts/NodeDataCache.cs b/Scripts/NodeDataCache.cs
index 02e35a1..ba52e1b 100644
--- a/Scripts/NodeDataCache.cs
+++ b/Scripts/NodeDataCache.cs
@@ -9,7 +9,7 @@ namespace XNode {
private static PortDataCache portDataCache;
private static bool Initialized { get { return portDataCache != null; } }
- /// Update static ports to reflect class fields.
+ /// Update static ports and dynamic ports managed by DynamicPortLists to reflect class fields.
public static void UpdatePorts(Node node, Dictionary ports) {
if (!Initialized) BuildCache();
@@ -17,6 +17,8 @@ namespace XNode {
Dictionary> removedPorts = new Dictionary>();
System.Type nodeType = node.GetType();
+ List dynamicListPorts = new List();
+
List typePortCache;
if (portDataCache.TryGetValue(nodeType, out typePortCache)) {
for (int i = 0; i < typePortCache.Count; i++) {
@@ -25,6 +27,7 @@ namespace XNode {
}
// Cleanup port dict - Remove nonexisting static ports - update static port types
+ // AND update dynamic ports (albeit only those in lists) too, in order to enforce proper serialisation.
// Loop through current node ports
foreach (NodePort port in ports.Values.ToList()) {
// If port still exists, check it it has been changed
@@ -43,6 +46,10 @@ namespace XNode {
port.ClearConnections();
ports.Remove(port.fieldName);
}
+ // If the port is dynamic and is managed by a dynamic port list, flag it for reference updates
+ else if (IsDynamicListPort(port)) {
+ dynamicListPorts.Add(port);
+ }
}
// Add missing ports
foreach (NodePort staticPort in staticPorts.Values) {
@@ -60,8 +67,57 @@ namespace XNode {
ports.Add(staticPort.fieldName, port);
}
}
+
+ // Finally, make sure dynamic list port settings correspond to the settings of their "backing port"
+ foreach (NodePort listPort in dynamicListPorts) {
+ // At this point we know that ports here are dynamic list ports
+ // which have passed name/"backing port" checks, ergo we can proceed more safely.
+ string backingPortName = listPort.fieldName.Split(' ')[0];
+ NodePort backingPort = staticPorts[backingPortName];
+
+ // Update port constraints. Creating a new port instead will break the editor, mandating the need for setters.
+ listPort.ValueType = GetBackingValueType(backingPort.ValueType);
+ listPort.direction = backingPort.direction;
+ listPort.connectionType = backingPort.connectionType;
+ listPort.typeConstraint = backingPort.typeConstraint;
+ }
}
+ ///
+ /// Extracts the underlying types from arrays and lists, the only collections for dynamic port lists
+ /// currently supported. If the given type is not applicable (i.e. if the dynamic list port was not
+ /// defined as an array or a list), returns the given type itself.
+ ///
+ private static System.Type GetBackingValueType(System.Type portValType) {
+ if (portValType.HasElementType) {
+ return portValType.GetElementType();
+ }
+ if (portValType.IsGenericType && portValType.GetGenericTypeDefinition() == typeof(List<>)) {
+ return portValType.GetGenericArguments()[0];
+ }
+ return portValType;
+ }
+
+ /// Returns true if the given port is in a dynamic port list.
+ private static bool IsDynamicListPort(NodePort port) {
+ // Ports flagged as "dynamicPortList = true" end up having a "backing port" and a name with an index, but we have
+ // no guarantee that a dynamic port called "output 0" is an element in a list backed by a static "output" port.
+ // Thus, we need to check for attributes... (but at least we don't need to look at all fields this time)
+ string[] fieldNameParts = port.fieldName.Split(' ');
+ if (fieldNameParts.Length != 2) return false;
+
+ FieldInfo backingPortInfo = port.node.GetType().GetField(fieldNameParts[0]);
+ if (backingPortInfo == null) return false;
+
+ object[] attribs = backingPortInfo.GetCustomAttributes(true);
+ return attribs.Any(x => {
+ Node.InputAttribute inputAttribute = x as Node.InputAttribute;
+ Node.OutputAttribute outputAttribute = x as Node.OutputAttribute;
+ return inputAttribute != null && inputAttribute.dynamicPortList ||
+ outputAttribute != null && outputAttribute.dynamicPortList;
+ });
+ }
+
/// Cache node types
private static void BuildCache() {
portDataCache = new PortDataCache();
@@ -81,6 +137,7 @@ namespace XNode {
case "UnityEngine":
case "System":
case "mscorlib":
+ case "Microsoft":
continue;
default:
nodeTypes.AddRange(assembly.GetTypes().Where(t => !t.IsAbstract && baseType.IsAssignableFrom(t)).ToArray());
@@ -99,7 +156,14 @@ namespace XNode {
// GetFields doesnt return inherited private fields, so walk through base types and pick those up
System.Type tempType = nodeType;
while ((tempType = tempType.BaseType) != typeof(XNode.Node)) {
- fieldInfo.AddRange(tempType.GetFields(BindingFlags.NonPublic | BindingFlags.Instance));
+ FieldInfo[] parentFields = tempType.GetFields(BindingFlags.NonPublic | BindingFlags.Instance);
+ for (int i = 0; i < parentFields.Length; i++) {
+ // Ensure that we do not already have a member with this type and name
+ FieldInfo parentField = parentFields[i];
+ if (fieldInfo.TrueForAll(x => x.Name != parentField.Name)) {
+ fieldInfo.Add(parentField);
+ }
+ }
}
return fieldInfo;
}
diff --git a/Scripts/NodeGraph.cs b/Scripts/NodeGraph.cs
index 6a0cead..d928f94 100644
--- a/Scripts/NodeGraph.cs
+++ b/Scripts/NodeGraph.cs
@@ -81,5 +81,44 @@ namespace XNode {
// Remove all nodes prior to graph destruction
Clear();
}
+
+#region Attributes
+ /// Automatically ensures the existance of a certain node type, and prevents it from being deleted.
+ [AttributeUsage(AttributeTargets.Class, AllowMultiple = true)]
+ public class RequireNodeAttribute : Attribute {
+ public Type type0;
+ public Type type1;
+ public Type type2;
+
+ /// Automatically ensures the existance of a certain node type, and prevents it from being deleted
+ public RequireNodeAttribute(Type type) {
+ this.type0 = type;
+ this.type1 = null;
+ this.type2 = null;
+ }
+
+ /// Automatically ensures the existance of a certain node type, and prevents it from being deleted
+ public RequireNodeAttribute(Type type, Type type2) {
+ this.type0 = type;
+ this.type1 = type2;
+ this.type2 = null;
+ }
+
+ /// Automatically ensures the existance of a certain node type, and prevents it from being deleted
+ public RequireNodeAttribute(Type type, Type type2, Type type3) {
+ this.type0 = type;
+ this.type1 = type2;
+ this.type2 = type3;
+ }
+
+ public bool Requires(Type type) {
+ if (type == null) return false;
+ if (type == type0) return true;
+ else if (type == type1) return true;
+ else if (type == type2) return true;
+ return false;
+ }
+ }
+#endregion
}
}
\ No newline at end of file
diff --git a/Scripts/NodePort.cs b/Scripts/NodePort.cs
index 58a3bd6..b2f1ad1 100644
--- a/Scripts/NodePort.cs
+++ b/Scripts/NodePort.cs
@@ -19,9 +19,18 @@ namespace XNode {
}
}
- public IO direction { get { return _direction; } }
- public Node.ConnectionType connectionType { get { return _connectionType; } }
- public Node.TypeConstraint typeConstraint { get { return _typeConstraint; } }
+ public IO direction {
+ get { return _direction; }
+ internal set { _direction = value; }
+ }
+ public Node.ConnectionType connectionType {
+ get { return _connectionType; }
+ internal set { _connectionType = value; }
+ }
+ public Node.TypeConstraint typeConstraint {
+ get { return _typeConstraint; }
+ internal set { _typeConstraint = value; }
+ }
/// Is this port connected to anytihng?
public bool IsConnected { get { return connections.Count != 0; } }
diff --git a/Scripts/SceneGraph.cs b/Scripts/SceneGraph.cs
new file mode 100644
index 0000000..bb2774f
--- /dev/null
+++ b/Scripts/SceneGraph.cs
@@ -0,0 +1,23 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+using XNode;
+
+namespace XNode {
+ /// Lets you instantiate a node graph in the scene. This allows you to reference in-scene objects.
+ public class SceneGraph : MonoBehaviour {
+ public NodeGraph graph;
+ }
+
+ /// Derive from this class to create a SceneGraph with a specific graph type.
+ ///
+ ///
+ /// public class MySceneGraph : SceneGraph {
+ ///
+ /// }
+ ///
+ ///
+ public class SceneGraph : SceneGraph where T : NodeGraph {
+ public new T graph { get { return base.graph as T; } set { base.graph = value; } }
+ }
+}
\ No newline at end of file
diff --git a/Scripts/SceneGraph.cs.meta b/Scripts/SceneGraph.cs.meta
new file mode 100644
index 0000000..c7978b6
--- /dev/null
+++ b/Scripts/SceneGraph.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 7915171fc13472a40a0162003052d2db
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/package.json b/package.json
index 91252ef..9c1ec7d 100644
--- a/package.json
+++ b/package.json
@@ -1,7 +1,7 @@
{
"name": "com.github.siccity.xnode",
"description": "xNode provides a set of APIs and an editor interface for creating and editing custom node graphs.",
- "version": "1.7.0",
+ "version": "1.8.0",
"unity": "2018.1",
"displayName": "xNode"
}