mirror of
https://github.com/Siccity/xNode.git
synced 2026-02-06 23:34:54 +08:00
NodeDataCache changed from ScriptableObject to static class.
Nodes still don't load properly, but we're getting there.
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@ -1,7 +1,7 @@
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timeCreated: 1507704049
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timeCreated: 1507760054
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folderAsset: yes
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timeCreated: 1507567488
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@ -41,6 +41,7 @@ public static class NodeEditorUtilities {
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/// <summary> Return color based on type </summary>
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public static Color GetTypeColor(Type type) {
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if (type == null) return Color.gray;
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UnityEngine.Random.InitState(type.Name.GetHashCode());
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return new Color(UnityEngine.Random.value, UnityEngine.Random.value, UnityEngine.Random.value);
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}
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@ -112,6 +112,6 @@ public abstract class Node : ScriptableObject {
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}
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private void GetPorts() {
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NodeDataCache.GetPorts(this, ref inputs, ref outputs);
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NodeDataCache.UpdatePorts(this, inputs, outputs);
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}
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}
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@ -6,40 +6,54 @@ using System.Linq;
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using UnityEditor;
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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 sealed class NodeDataCache : ScriptableObject {
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public static NodeDataCache instance { get; private set;}
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public static bool Initialized { get { return instance != null; } }
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public static class NodeDataCache {
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private static PortDataCache portDataCache;
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private static bool Initialized { get { return portDataCache != null; } }
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[SerializeField] private PortDataCache portDataCache;
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/// <summary> Checks for invalid and removes them.
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/// Checks for missing ports and adds them.
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/// Checks for invalid connections and removes them. </summary>
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public static void UpdatePorts(Node node, List<NodePort> inputs, List<NodePort> outputs) {
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if (!Initialized) BuildCache();
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#if UNITY_EDITOR
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[UnityEditor.Callbacks.DidReloadScripts]
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#endif
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public static void Initialize() {
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if (!Initialized) {
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instance = Resources.LoadAll<NodeDataCache>("").FirstOrDefault();
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#if UNITY_EDITOR
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instance.BuildCache();
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#endif
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List<NodePort> inputPorts = new List<NodePort>();
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List<NodePort> outputPorts = new List<NodePort>();
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System.Type nodeType = node.GetType();
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inputPorts = new List<NodePort>();
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outputPorts = new List<NodePort>();
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if (!portDataCache.ContainsKey(nodeType)) return;
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for (int i = 0; i < portDataCache[nodeType].Count; i++) {
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if (portDataCache[nodeType][i].direction == NodePort.IO.Input) inputPorts.Add(new NodePort(portDataCache[nodeType][i], node));
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else outputPorts.Add(new NodePort(portDataCache[nodeType][i], node));
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}
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for (int i = inputs.Count-1; i >= 0; i--) {
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int index = inputPorts.FindIndex(x => inputs[i].fieldName == x.fieldName);
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//If input nodeport does not exist, remove it
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if (index == -1) inputs.RemoveAt(i);
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//If input nodeport does exist, update it
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else inputs[i].type = inputPorts[index].type;
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}
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for (int i = outputs.Count - 1; i >= 0; i--) {
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int index = outputPorts.FindIndex(x => outputs[i].fieldName == x.fieldName);
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//If output nodeport does not exist, remove it
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if (index == -1) outputs.RemoveAt(i);
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//If output nodeport does exist, update it
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else outputs[i].type = outputPorts[index].type;
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}
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//Add
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for (int i = 0; i < inputPorts.Count; i++) {
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//If inputports contains a new port, add it
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if (!inputs.Any(x => x.fieldName == inputPorts[i].fieldName)) inputs.Add(inputPorts[i]);
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}
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for (int i = 0; i < outputPorts.Count; i++) {
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//If inputports contains a new port, add it
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if (!outputs.Any(x => x.fieldName == outputPorts[i].fieldName)) outputs.Add(outputPorts[i]);
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}
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}
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/// <summary> Return port data from cache </summary>
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public static void GetPorts(Node node, ref List<NodePort> inputs, ref List<NodePort> outputs) {
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Initialize();
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System.Type nodeType = node.GetType();
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inputs = new List<NodePort>();
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outputs = new List<NodePort>();
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if (!instance.portDataCache.ContainsKey(nodeType)) return;
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for (int i = 0; i < instance.portDataCache[nodeType].Count; i++) {
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if (instance.portDataCache[nodeType][i].direction == NodePort.IO.Input) inputs.Add(new NodePort(instance.portDataCache[nodeType][i], node));
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else outputs.Add(new NodePort(instance.portDataCache[nodeType][i], node));
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}
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}
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#if UNITY_EDITOR
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private void BuildCache() {
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private static void BuildCache() {
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portDataCache = new PortDataCache();
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System.Type baseType = typeof(Node);
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Assembly assembly = Assembly.GetAssembly(baseType);
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@ -53,7 +67,7 @@ public sealed class NodeDataCache : ScriptableObject {
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}
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}
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private void CachePorts(System.Type nodeType) {
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private static void CachePorts(System.Type nodeType) {
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System.Reflection.FieldInfo[] fieldInfo = nodeType.GetFields();
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for (int i = 0; i < fieldInfo.Length; i++) {
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@ -71,7 +85,6 @@ public sealed class NodeDataCache : ScriptableObject {
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}
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}
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}
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#endif
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[System.Serializable]
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private class PortDataCache : Dictionary<System.Type, List<NodePort>>, ISerializationCallbackReceiver {
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@ -15,7 +15,6 @@ public abstract class NodeGraph : ScriptableObject, ISerializationCallbackReceiv
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}
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public virtual Node AddNode(Type type) {
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if (!NodeDataCache.Initialized) NodeDataCache.Initialize();
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Node node = ScriptableObject.CreateInstance(type) as Node;
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#if UNITY_EDITOR
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if (!Application.isPlaying) {
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@ -19,14 +19,12 @@ public class NodePort {
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public bool IsOutput { get { return direction == IO.Output; } }
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public Node node { get; private set; }
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public bool enabled { get { return _enabled; } set { _enabled = value; } }
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public string fieldName { get { return _fieldName; } }
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[SerializeField] private List<PortConnection> connections = new List<PortConnection>();
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[SerializeField] private string _fieldName;
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[SerializeField] public Type type;
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[SerializeField] private bool _enabled = true;
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[SerializeField] private List<PortConnection> connections = new List<PortConnection>();
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[SerializeField] private IO _direction;
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public NodePort(FieldInfo fieldInfo) {
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@ -59,7 +57,7 @@ public class NodePort {
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}
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}
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public object GetValue() {
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public object GetValue() {
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return node.GetValue(this);
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}
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