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mirror of https://github.com/Siccity/xNode.git synced 2026-02-04 06:14:54 +08:00

refactor project

convert init on load method to wait until editor is done updating before attempting to reconnect loose nodes
This commit is contained in:
Stephen Hodgson 2023-07-27 13:04:45 -04:00
parent 82f7887931
commit bad4cc5c17
No known key found for this signature in database
GPG Key ID: 9A5CBE13747461CA
129 changed files with 6996 additions and 3581 deletions

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root = true
[*.cs]
indent_style = space
indent_size = 4
end_of_line = crlf
insert_final_newline = false
trim_trailing_whitespace = true

38
.github/workflows/build.yml vendored Normal file
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name: build
on:
pull_request:
branches:
- '*'
# Allows you to run this workflow manually from the Actions tab
workflow_dispatch:
jobs:
build:
runs-on: ${{ matrix.os }}
strategy:
matrix:
include:
- os: windows
build-target: Android
steps:
- uses: actions/checkout@v3
with:
clean: false
lfs: true
# Installs the Unity Editor based on your project version text file
# sets -> env.UNITY_EDITOR_PATH
# sets -> env.UNITY_PROJECT_PATH
# https://github.com/XRTK/unity-setup
- uses: xrtk/unity-setup@v7.2
with:
build-targets: ${{ matrix.build-target }}
- name: Unity Build (${{ matrix.build-target }})
uses: RageAgainstThePixel/unity-build@v5
with:
build-target: ${{ matrix.build-target }}
publish-artifacts: false

35
.github/workflows/upm-subtree-split.yml vendored Normal file
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name: upm-subtree-split
on:
push:
branches:
- main
# Allows you to run this workflow manually from the Actions tab
workflow_dispatch:
jobs:
upm-subtree-split:
runs-on: ubuntu-latest
steps:
- uses: actions/checkout@v3
with:
token: ${{ secrets.CI_TOKEN }}
fetch-depth: 0
- name: upm subtree split
run: |
# upm subtree split
git config user.name github-actions
git config user.email github-actions@github.com
git fetch --all --tags
$packageDir = Get-Item -Path "**/Packages/com.*" | Select-Object -ExpandProperty FullName
$packageDir = $packageDir.replace('${{ github.workspace }}/','')
Write-Host $packageDir
git subtree split --prefix="$packageDir" -b upm
git checkout upm
git fetch origin upm
git rebase origin/upm --reapply-cherry-picks
git push origin upm --force-with-lease --tags --set-upstream --verbose
working-directory: ${{ github.workspace }}
shell: pwsh

102
.gitignore vendored
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/[Ll]ibrary/
/[Tt]emp/
/[Oo]bj/
/[Bb]uild/
# ============ #
# System Files #
# ============ #
.DS_Store
._*
# Autogenerated VS/MD solution and project files
*.csproj
*.unityproj
*.sln
*.suo
*.tmp
*.user
# =============== #
# Unity generated #
# =============== #
[Aa]pp/
[Aa]pp.meta
[Bb]in/
[Bb]uilds/
[Bb]uild/
[Ll]ibrary/
[Ll]ogs/
[Oo]bj/
[Tt]emp/
UserSettings/
UWP/
WindowsStoreApp/
UnityGenerated/
UnityPackageManager/
.out/
.gradle/
project.json
project.lock.json
*.package
TextMesh Pro.meta
TextMesh Pro/
UIElementsSchema/
*packages-lock.json
# ============ #
# Certificates #
# ============ #
*.cert
*.privkey
*.pfx
*.pfx.meta
# ===================================== #
# Visual Studio / MonoDevelop generated #
# ===================================== #
.vs/
ExportedObj/
obj/
*.svd
*.userprefs
/*.csproj
*.csproj
*.pidb
*.booproj
*.suo
/*.sln
*.sln
*.user
*.unityproj
*.ipch
*.opensdf
*.sdf
*.tlog
*.log
*.idb
*.opendb
*.vsconfig
# Unity3D generated meta files
*.pidb.meta
# ============================ #
# Visual Studio Code Generated #
# ============================ #
.vscode/
# Unity3D Generated File On Crash Reports
sysinfo.txt
# ========================= #
# Jetbrains Rider Generated #
# ========================= #
.idea/
_ReSharper.Caches
/Examples/
.git.meta
.gitignore.meta
.gitattributes.meta
# OS X only:
.DS_Store
# ===================== #
# Project Specific List #
# ===================== #
--Version/
artifacts/
StreamingAssets/
StreamingAssets.meta

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## Contributing to xNode
💙Thank you for taking the time to contribute💙
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.
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
Using consistent formatting is key to having a clean git history. Skim through the code and you'll get the hang of it quickly.
* Methods, Types and properties PascalCase
* Variables camelCase
* Public methods XML commented. Params described if not obvious
* Explicit usage of brackets when doing multiple math operations on the same line
## Formatting
I use VSCode with the C# FixFormat extension and the following setting overrides:
```json
"csharpfixformat.style.spaces.beforeParenthesis": false,
"csharpfixformat.style.indent.regionIgnored": true
```
* Open braces on same line as condition
* 4 spaces for indentation.

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using UnityEditor;
using UnityEngine;
using System.IO;
namespace XNodeEditor {
/// <summary> Deals with modified assets </summary>
class NodeEditorAssetModProcessor : UnityEditor.AssetModificationProcessor {
/// <summary> Automatically delete Node sub-assets before deleting their script.
/// This is important to do, because you can't delete null sub assets.
/// <para/> For another workaround, see: https://gitlab.com/RotaryHeart-UnityShare/subassetmissingscriptdelete </summary>
private static AssetDeleteResult OnWillDeleteAsset (string path, RemoveAssetOptions options) {
// Skip processing anything without the .cs extension
if (Path.GetExtension(path) != ".cs") return AssetDeleteResult.DidNotDelete;
// Get the object that is requested for deletion
UnityEngine.Object obj = AssetDatabase.LoadAssetAtPath<UnityEngine.Object> (path);
// If we aren't deleting a script, return
if (!(obj is UnityEditor.MonoScript)) return AssetDeleteResult.DidNotDelete;
// Check script type. Return if deleting a non-node script
UnityEditor.MonoScript script = obj as UnityEditor.MonoScript;
System.Type scriptType = script.GetClass ();
if (scriptType == null || (scriptType != typeof (XNode.Node) && !scriptType.IsSubclassOf (typeof (XNode.Node)))) return AssetDeleteResult.DidNotDelete;
// Find all ScriptableObjects using this script
string[] guids = AssetDatabase.FindAssets ("t:" + scriptType);
for (int i = 0; i < guids.Length; i++) {
string assetpath = AssetDatabase.GUIDToAssetPath (guids[i]);
Object[] objs = AssetDatabase.LoadAllAssetRepresentationsAtPath (assetpath);
for (int k = 0; k < objs.Length; k++) {
XNode.Node node = objs[k] as XNode.Node;
if (node.GetType () == scriptType) {
if (node != null && node.graph != null) {
// Delete the node and notify the user
Debug.LogWarning (node.name + " of " + node.graph + " depended on deleted script and has been removed automatically.", node.graph);
node.graph.RemoveNode (node);
}
}
}
}
// We didn't actually delete the script. Tell the internal system to carry on with normal deletion procedure
return AssetDeleteResult.DidNotDelete;
}
/// <summary> Automatically re-add loose node assets to the Graph node list </summary>
[InitializeOnLoadMethod]
private static void OnReloadEditor () {
// Find all NodeGraph assets
string[] guids = AssetDatabase.FindAssets ("t:" + typeof (XNode.NodeGraph));
for (int i = 0; i < guids.Length; i++) {
string assetpath = AssetDatabase.GUIDToAssetPath (guids[i]);
XNode.NodeGraph graph = AssetDatabase.LoadAssetAtPath (assetpath, typeof (XNode.NodeGraph)) as XNode.NodeGraph;
graph.nodes.RemoveAll(x => x == null); //Remove null items
Object[] objs = AssetDatabase.LoadAllAssetRepresentationsAtPath (assetpath);
// Ensure that all sub node assets are present in the graph node list
for (int u = 0; u < objs.Length; u++) {
// Ignore null sub assets
if (objs[u] == null) continue;
if (!graph.nodes.Contains (objs[u] as XNode.Node)) graph.nodes.Add(objs[u] as XNode.Node);
}
}
}
}
}

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using System;
using System.IO;
using System.Linq;
using UnityEditor;
using UnityEditor.Experimental.AssetImporters;
using UnityEngine;
using XNode;
namespace XNodeEditor {
/// <summary> Deals with modified assets </summary>
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<NodeGraph>(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);
}
}
}
}

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{
"name": "com.github.siccity.xnode",
"description": "xNode provides a set of APIs and an editor interface for creating and editing custom node graphs.",
"version": "1.8.0",
"unity": "2018.1",
"displayName": "xNode"
}

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# https://docs.microsoft.com/en-us/dotnet/fundamentals/code-analysis/code-style-rule-options
# Remove the line below if you want to inherit .editorconfig settings from higher directories
root = true
[*.cs]
#### Core EditorConfig Options ####
# Indentation and spacing
indent_size = 4
indent_style = space
tab_width = 4
# New line preferences
end_of_line = crlf
insert_final_newline = true
trim_trailing_whitespace = true
csharp_new_line_before_catch = true
csharp_new_line_before_else = true
csharp_new_line_before_finally = true
csharp_new_line_before_open_brace = all
# Modifier preferences
dotnet_style_require_accessibility_modifiers = for_non_interface_members:error
# Code-block preferences
csharp_prefer_braces = true:error
# Use language keywords for types
dotnet_style_predefined_type_for_member_access = true
dotnet_style_predefined_type_for_locals_parameters_members = true
# Code Style
csharp_style_var_when_type_is_apparent = true
#### Resharper/Rider Rules ####
# https://www.jetbrains.com/help/resharper/EditorConfig_Properties.html
resharper_csharp_force_attribute_style=separate
csharp_place_field_attribute_on_same_line=false
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csharp_trailing_comma_in_singleline_lists=false
csharp_keep_existing_attribute_arrangement=false
csharp_blank_lines_around_region=1
csharp_blank_lines_inside_region=1
csharp_keep_blank_lines_in_code=false
csharp_remove_blank_lines_near_braces_in_code=true
csharp_blank_lines_before_control_transfer_statements=1
csharp_blank_lines_after_control_transfer_statements=1
csharp_blank_lines_before_block_statements=1
csharp_blank_lines_after_block_statements=1
csharp_blank_lines_before_multiline_statements=1
csharp_blank_lines_after_multiline_statements=1
csharp_blank_lines_around_block_case_section=0
csharp_blank_lines_around_multiline_case_section=0
csharp_blank_lines_before_case=0
csharp_blank_lines_after_case=0
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name: publish
on:
push:
branches:
- upm
# Allows you to run this workflow manually from the Actions tab
workflow_dispatch:
jobs:
publish:
runs-on: ubuntu-latest
steps:
- uses: actions/checkout@v3
with:
token: ${{ secrets.CI_TOKEN }}
ref: upm
clean: true
lfs: true
- uses: xrtk/upm-release@development
with:
upm-username: 'pillow-build-bot'
upm-email: 'hello@pillow.social'
upm-server-address: 'http://upm.pillow.social:4873'
upm-auth-token: '${{ secrets.UPM_AUTH_TOKEN }}'
github-username: 'TogetherXR'
github-pat: '${{ secrets.CI_TOKEN }}'
github-token: '${{ secrets.GITHUB_TOKEN }}'
package-root: '${{ github.workspace }}'

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.npmrc
.github/

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@ -1,6 +1,7 @@
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guid: 243efae3a6b7941ad8f8e54dcf38ce8c
TextScriptImporter:
guid: 809e2193de010ae4b9fa476efbe41cd4
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
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@ -1,12 +1,12 @@
using System;
/// <summary> Overrides the ValueType of the Port, to have a ValueType different from the type of its serializable field </summary>
/// <remarks> Especially useful in Dynamic Port Lists to create Value-Port Pairs with different type. </remarks>
[AttributeUsage(AttributeTargets.Field)]
public class PortTypeOverrideAttribute : Attribute {
public Type type;
/// <summary> Overrides the ValueType of the Port </summary>
/// <param name="type">ValueType of the Port</param>
public PortTypeOverrideAttribute(Type type) {
this.type = type;
}
}
using System;
/// <summary> Overrides the ValueType of the Port, to have a ValueType different from the type of its serializable field </summary>
/// <remarks> Especially useful in Dynamic Port Lists to create Value-Port Pairs with different type. </remarks>
[AttributeUsage(AttributeTargets.Field)]
public class PortTypeOverrideAttribute : Attribute {
public Type type;
/// <summary> Overrides the ValueType of the Port </summary>
/// <param name="type">ValueType of the Port</param>
public PortTypeOverrideAttribute(Type type) {
this.type = type;
}
}

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@ -51,9 +51,13 @@ namespace XNodeEditor
public void Run()
{
if ( func2 != null )
{
func2( userData );
}
else if ( func != null )
{
func();
}
}
}
@ -62,33 +66,41 @@ namespace XNodeEditor
private AdvancedGenericMenuItem FindOrCreateItem( string name, AdvancedGenericMenuItem currentRoot = null )
{
if ( string.IsNullOrWhiteSpace( name ) )
{
return null;
}
AdvancedGenericMenuItem item = null;
string[] paths = name.Split( '/' );
var paths = name.Split( '/' );
if ( currentRoot == null )
{
item = items.FirstOrDefault( x => x != null && x.name == paths[0] );
if ( item == null )
{
items.Add( item = new AdvancedGenericMenuItem( paths[0] ) );
}
}
else
{
item = currentRoot.children.OfType<AdvancedGenericMenuItem>().FirstOrDefault( x => x.name == paths[0] );
if ( item == null )
{
currentRoot.AddChild( item = new AdvancedGenericMenuItem( paths[0] ) );
}
}
if ( paths.Length > 1 )
{
return FindOrCreateItem( string.Join( "/", paths, 1, paths.Length - 1 ), item );
}
return item;
}
private AdvancedGenericMenuItem FindParent( string name )
{
string[] paths = name.Split( '/' );
var paths = name.Split( '/' );
return FindOrCreateItem( string.Join( "/", paths, 0, paths.Length - 1 ) );
}
@ -169,9 +181,13 @@ namespace XNodeEditor
{
var parent = string.IsNullOrWhiteSpace( path ) ? null : FindParent( path );
if ( parent == null )
{
items.Add( null );
}
else
{
parent.AddSeparator();
}
}
//
@ -195,9 +211,13 @@ namespace XNodeEditor
foreach ( var m in items )
{
if ( m == null )
{
root.AddSeparator();
}
else
{
root.AddChild( m );
}
}
return root;
@ -206,8 +226,10 @@ namespace XNodeEditor
protected override void ItemSelected( AdvancedDropdownItem item )
{
if ( item is AdvancedGenericMenuItem gmItem )
{
gmItem.Run();
}
}
}
}
#endif
#endif

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@ -27,8 +27,11 @@ namespace XNodeEditor {
position = EditorGUI.PrefixLabel(position, GUIUtility.GetControlID(FocusType.Passive), label);
// Get current enum name
string enumName = "";
if (property.enumValueIndex >= 0 && property.enumValueIndex < property.enumDisplayNames.Length) enumName = property.enumDisplayNames[property.enumValueIndex];
var enumName = "";
if (property.enumValueIndex >= 0 && property.enumValueIndex < property.enumDisplayNames.Length)
{
enumName = property.enumDisplayNames[property.enumValueIndex];
}
#if UNITY_2017_1_OR_NEWER
// Display dropdown
@ -49,16 +52,16 @@ namespace XNodeEditor {
public static void ShowContextMenuAtMouse(SerializedProperty property) {
// Initialize menu
GenericMenu menu = new GenericMenu();
var menu = new GenericMenu();
// Add all enum display names to menu
for (int i = 0; i < property.enumDisplayNames.Length; i++) {
int index = i;
for (var i = 0; i < property.enumDisplayNames.Length; i++) {
var index = i;
menu.AddItem(new GUIContent(property.enumDisplayNames[i]), false, () => SetEnum(property, index));
}
// Display at cursor position
Rect r = new Rect(Event.current.mousePosition, new Vector2(0, 0));
var r = new Rect(Event.current.mousePosition, new Vector2(0, 0));
menu.DropDown(r);
}
@ -68,4 +71,4 @@ namespace XNodeEditor {
property.serializedObject.Update();
}
}
}
}

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@ -57,8 +57,8 @@ namespace XNodeEditor {
serializedObject.Update();
if (GUILayout.Button("Edit graph", GUILayout.Height(40))) {
SerializedProperty graphProp = serializedObject.FindProperty("graph");
NodeEditorWindow w = NodeEditorWindow.Open(graphProp.objectReferenceValue as XNode.NodeGraph);
var graphProp = serializedObject.FindProperty("graph");
var w = NodeEditorWindow.Open(graphProp.objectReferenceValue as XNode.NodeGraph);
w.Home(); // Focus selected node
}
@ -72,4 +72,4 @@ namespace XNodeEditor {
}
}
#endif
}
}

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@ -16,8 +16,8 @@ namespace XNodeEditor {
string[] deletedAssets,
string[] movedAssets,
string[] movedFromAssetPaths) {
for (int i = 0; i < movedAssets.Length; i++) {
Node nodeAsset = AssetDatabase.LoadMainAssetAtPath(movedAssets[i]) as Node;
for (var i = 0; i < movedAssets.Length; i++) {
var 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
@ -32,4 +32,4 @@ namespace XNodeEditor {
}
}
}
}
}

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@ -1,187 +1,217 @@
using System;
using System.Collections.Generic;
using System.Linq;
using UnityEditor;
using UnityEngine;
#if ODIN_INSPECTOR
using Sirenix.OdinInspector.Editor;
using Sirenix.Utilities;
using Sirenix.Utilities.Editor;
#endif
#if UNITY_2019_1_OR_NEWER && USE_ADVANCED_GENERIC_MENU
using GenericMenu = XNodeEditor.AdvancedGenericMenu;
#endif
namespace XNodeEditor {
/// <summary> Base class to derive custom Node editors from. Use this to create your own custom inspectors and editors for your nodes. </summary>
[CustomNodeEditor(typeof(XNode.Node))]
public class NodeEditor : XNodeEditor.Internal.NodeEditorBase<NodeEditor, NodeEditor.CustomNodeEditorAttribute, XNode.Node> {
/// <summary> Fires every whenever a node was modified through the editor </summary>
public static Action<XNode.Node> onUpdateNode;
public readonly static Dictionary<XNode.NodePort, Vector2> portPositions = new Dictionary<XNode.NodePort, Vector2>();
#if ODIN_INSPECTOR
protected internal static bool inNodeEditor = false;
#endif
public virtual void OnHeaderGUI() {
GUILayout.Label(target.name, NodeEditorResources.styles.nodeHeader, GUILayout.Height(30));
}
/// <summary> Draws standard field editors for all public fields </summary>
public virtual void OnBodyGUI() {
#if ODIN_INSPECTOR
inNodeEditor = true;
#endif
// Unity specifically requires this to save/update any serial object.
// serializedObject.Update(); must go at the start of an inspector gui, and
// serializedObject.ApplyModifiedProperties(); goes at the end.
serializedObject.Update();
string[] excludes = { "m_Script", "graph", "position", "ports" };
#if ODIN_INSPECTOR
try
{
#if ODIN_INSPECTOR_3
objectTree.BeginDraw( true );
#else
InspectorUtilities.BeginDrawPropertyTree(objectTree, true);
#endif
}
catch ( ArgumentNullException )
{
#if ODIN_INSPECTOR_3
objectTree.EndDraw();
#else
InspectorUtilities.EndDrawPropertyTree(objectTree);
#endif
NodeEditor.DestroyEditor(this.target);
return;
}
GUIHelper.PushLabelWidth( 84 );
objectTree.Draw( true );
#if ODIN_INSPECTOR_3
objectTree.EndDraw();
#else
InspectorUtilities.EndDrawPropertyTree(objectTree);
#endif
GUIHelper.PopLabelWidth();
#else
// Iterate through serialized properties and draw them like the Inspector (But with ports)
SerializedProperty iterator = serializedObject.GetIterator();
bool enterChildren = true;
while (iterator.NextVisible(enterChildren)) {
enterChildren = false;
if (excludes.Contains(iterator.name)) continue;
NodeEditorGUILayout.PropertyField(iterator, true);
}
#endif
// Iterate through dynamic ports and draw them in the order in which they are serialized
foreach (XNode.NodePort dynamicPort in target.DynamicPorts) {
if (NodeEditorGUILayout.IsDynamicPortListPort(dynamicPort)) continue;
NodeEditorGUILayout.PortField(dynamicPort);
}
serializedObject.ApplyModifiedProperties();
#if ODIN_INSPECTOR
// Call repaint so that the graph window elements respond properly to layout changes coming from Odin
if (GUIHelper.RepaintRequested) {
GUIHelper.ClearRepaintRequest();
window.Repaint();
}
#endif
#if ODIN_INSPECTOR
inNodeEditor = false;
#endif
}
public virtual int GetWidth() {
Type type = target.GetType();
int width;
if (type.TryGetAttributeWidth(out width)) return width;
else return 208;
}
/// <summary> Returns color for target node </summary>
public virtual Color GetTint() {
// Try get color from [NodeTint] attribute
Type type = target.GetType();
Color color;
if (type.TryGetAttributeTint(out color)) return color;
// Return default color (grey)
else return NodeEditorPreferences.GetSettings().tintColor;
}
public virtual GUIStyle GetBodyStyle() {
return NodeEditorResources.styles.nodeBody;
}
public virtual GUIStyle GetBodyHighlightStyle() {
return NodeEditorResources.styles.nodeHighlight;
}
/// <summary> Override to display custom node header tooltips </summary>
public virtual string GetHeaderTooltip() {
return null;
}
/// <summary> Add items for the context menu when right-clicking this node. Override to add custom menu items. </summary>
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);
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) {
XNode.Node node = Selection.activeObject as XNode.Node;
menu.AddCustomContextMenuItems(node);
}
}
/// <summary> Rename the node asset. This will trigger a reimport of the node. </summary>
public void Rename(string newName) {
if (newName == null || newName.Trim() == "") newName = NodeEditorUtilities.NodeDefaultName(target.GetType());
target.name = newName;
OnRename();
AssetDatabase.ImportAsset(AssetDatabase.GetAssetPath(target));
}
/// <summary> Called after this node's name has changed. </summary>
public virtual void OnRename() { }
[AttributeUsage(AttributeTargets.Class)]
public class CustomNodeEditorAttribute : Attribute,
XNodeEditor.Internal.NodeEditorBase<NodeEditor, NodeEditor.CustomNodeEditorAttribute, XNode.Node>.INodeEditorAttrib {
private Type inspectedType;
/// <summary> Tells a NodeEditor which Node type it is an editor for </summary>
/// <param name="inspectedType">Type that this editor can edit</param>
public CustomNodeEditorAttribute(Type inspectedType) {
this.inspectedType = inspectedType;
}
public Type GetInspectedType() {
return inspectedType;
}
}
}
}
using System;
using System.Collections.Generic;
using System.Linq;
using UnityEditor;
using UnityEngine;
#if ODIN_INSPECTOR
using Sirenix.OdinInspector.Editor;
using Sirenix.Utilities;
using Sirenix.Utilities.Editor;
#endif
#if UNITY_2019_1_OR_NEWER && USE_ADVANCED_GENERIC_MENU
using GenericMenu = XNodeEditor.AdvancedGenericMenu;
#endif
namespace XNodeEditor {
/// <summary> Base class to derive custom Node editors from. Use this to create your own custom inspectors and editors for your nodes. </summary>
[CustomNodeEditor(typeof(XNode.Node))]
public class NodeEditor : XNodeEditor.Internal.NodeEditorBase<NodeEditor, NodeEditor.CustomNodeEditorAttribute, XNode.Node> {
/// <summary> Fires every whenever a node was modified through the editor </summary>
public static Action<XNode.Node> onUpdateNode;
public readonly static Dictionary<XNode.NodePort, Vector2> portPositions = new Dictionary<XNode.NodePort, Vector2>();
#if ODIN_INSPECTOR
protected internal static bool inNodeEditor = false;
#endif
public virtual void OnHeaderGUI() {
GUILayout.Label(target.name, NodeEditorResources.styles.nodeHeader, GUILayout.Height(30));
}
/// <summary> Draws standard field editors for all public fields </summary>
public virtual void OnBodyGUI() {
#if ODIN_INSPECTOR
inNodeEditor = true;
#endif
// Unity specifically requires this to save/update any serial object.
// serializedObject.Update(); must go at the start of an inspector gui, and
// serializedObject.ApplyModifiedProperties(); goes at the end.
serializedObject.Update();
string[] excludes = { "m_Script", "graph", "position", "ports" };
#if ODIN_INSPECTOR
try
{
#if ODIN_INSPECTOR_3
objectTree.BeginDraw( true );
#else
InspectorUtilities.BeginDrawPropertyTree(objectTree, true);
#endif
}
catch ( ArgumentNullException )
{
#if ODIN_INSPECTOR_3
objectTree.EndDraw();
#else
InspectorUtilities.EndDrawPropertyTree(objectTree);
#endif
NodeEditor.DestroyEditor(this.target);
return;
}
GUIHelper.PushLabelWidth( 84 );
objectTree.Draw( true );
#if ODIN_INSPECTOR_3
objectTree.EndDraw();
#else
InspectorUtilities.EndDrawPropertyTree(objectTree);
#endif
GUIHelper.PopLabelWidth();
#else
// Iterate through serialized properties and draw them like the Inspector (But with ports)
var iterator = serializedObject.GetIterator();
var enterChildren = true;
while (iterator.NextVisible(enterChildren)) {
enterChildren = false;
if (excludes.Contains(iterator.name))
{
continue;
}
NodeEditorGUILayout.PropertyField(iterator, true);
}
#endif
// Iterate through dynamic ports and draw them in the order in which they are serialized
foreach (var dynamicPort in target.DynamicPorts) {
if (NodeEditorGUILayout.IsDynamicPortListPort(dynamicPort))
{
continue;
}
NodeEditorGUILayout.PortField(dynamicPort);
}
serializedObject.ApplyModifiedProperties();
#if ODIN_INSPECTOR
// Call repaint so that the graph window elements respond properly to layout changes coming from Odin
if (GUIHelper.RepaintRequested) {
GUIHelper.ClearRepaintRequest();
window.Repaint();
}
#endif
#if ODIN_INSPECTOR
inNodeEditor = false;
#endif
}
public virtual int GetWidth() {
var type = target.GetType();
int width;
if (type.TryGetAttributeWidth(out width))
{
return width;
}
else
{
return 208;
}
}
/// <summary> Returns color for target node </summary>
public virtual Color GetTint() {
// Try get color from [NodeTint] attribute
var type = target.GetType();
Color color;
if (type.TryGetAttributeTint(out color))
{
return color;
}
// Return default color (grey)
else
{
return NodeEditorPreferences.GetSettings().tintColor;
}
}
public virtual GUIStyle GetBodyStyle() {
return NodeEditorResources.styles.nodeBody;
}
public virtual GUIStyle GetBodyHighlightStyle() {
return NodeEditorResources.styles.nodeHighlight;
}
/// <summary> Override to display custom node header tooltips </summary>
public virtual string GetHeaderTooltip() {
return null;
}
/// <summary> Add items for the context menu when right-clicking this node. Override to add custom menu items. </summary>
public virtual void AddContextMenuItems(GenericMenu menu) {
var canRemove = true;
// Actions if only one node is selected
if (Selection.objects.Length == 1 && Selection.activeObject is XNode.Node) {
var 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);
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) {
var node = Selection.activeObject as XNode.Node;
menu.AddCustomContextMenuItems(node);
}
}
/// <summary> Rename the node asset. This will trigger a reimport of the node. </summary>
public void Rename(string newName) {
if (newName == null || newName.Trim() == "")
{
newName = NodeEditorUtilities.NodeDefaultName(target.GetType());
}
target.name = newName;
OnRename();
AssetDatabase.ImportAsset(AssetDatabase.GetAssetPath(target));
}
/// <summary> Called after this node's name has changed. </summary>
public virtual void OnRename() { }
[AttributeUsage(AttributeTargets.Class)]
public class CustomNodeEditorAttribute : Attribute,
XNodeEditor.Internal.NodeEditorBase<NodeEditor, NodeEditor.CustomNodeEditorAttribute, XNode.Node>.INodeEditorAttrib {
private Type inspectedType;
/// <summary> Tells a NodeEditor which Node type it is an editor for </summary>
/// <param name="inspectedType">Type that this editor can edit</param>
public CustomNodeEditorAttribute(Type inspectedType) {
this.inspectedType = inspectedType;
}
public Type GetInspectedType() {
return inspectedType;
}
}
}
}

View File

@ -0,0 +1,103 @@
using UnityEditor;
using UnityEngine;
using System.IO;
namespace XNodeEditor
{
/// <summary> Deals with modified assets </summary>
internal class NodeEditorAssetModProcessor : AssetModificationProcessor
{
/// <summary> Automatically delete Node sub-assets before deleting their script.
/// This is important to do, because you can't delete null sub assets.
/// <para/> For another workaround, see: https://gitlab.com/RotaryHeart-UnityShare/subassetmissingscriptdelete </summary>
private static AssetDeleteResult OnWillDeleteAsset(string path, RemoveAssetOptions options)
{
// Skip processing anything without the .cs extension
if (Path.GetExtension(path) != ".cs")
{
return AssetDeleteResult.DidNotDelete;
}
// Get the object that is requested for deletion
var obj = AssetDatabase.LoadAssetAtPath<Object>(path);
// If we aren't deleting a script, return
if (obj is MonoScript script)
{
var scriptType = script.GetClass();
if (scriptType == null ||
(scriptType != typeof(XNode.Node) && !scriptType.IsSubclassOf(typeof(XNode.Node))))
{
return AssetDeleteResult.DidNotDelete;
}
// Find all ScriptableObjects using this script
var guids = AssetDatabase.FindAssets($"t:{scriptType}");
for (var i = 0; i < guids.Length; i++)
{
var assetPath = AssetDatabase.GUIDToAssetPath(guids[i]);
var objects = AssetDatabase.LoadAllAssetRepresentationsAtPath(assetPath);
for (var k = 0; k < objects.Length; k++)
{
if (objects[k] is XNode.Node node &&
node.GetType() == scriptType &&
node != null && node.graph != null)
{
// Delete the node and notify the user
Debug.LogWarning($"{node.name} of {node.graph} depended on deleted script and has been removed automatically.", node.graph);
node.graph.RemoveNode(node);
}
}
}
// We didn't actually delete the script. Tell the internal system to carry on with normal deletion procedure
return AssetDeleteResult.DidNotDelete;
}
// Check script type. Return if deleting a non-node script
return AssetDeleteResult.DidNotDelete;
}
[InitializeOnLoadMethod]
private static void Init() => OnReloadEditor();
/// <summary> Automatically re-add loose node assets to the Graph node list </summary>
private static void OnReloadEditor() => EditorApplication.delayCall += () =>
{
if (EditorApplication.isUpdating)
{
OnReloadEditor();
return;
}
// Find all NodeGraph assets
var guids = AssetDatabase.FindAssets($"t:{typeof(XNode.NodeGraph)}");
for (var i = 0; i < guids.Length; i++)
{
var assetPath = AssetDatabase.GUIDToAssetPath(guids[i]);
if (AssetDatabase.LoadAssetAtPath(assetPath, typeof(XNode.NodeGraph)) is XNode.NodeGraph graph)
{
graph.nodes.RemoveAll(x => x == null); //Remove null items
var objects = AssetDatabase.LoadAllAssetRepresentationsAtPath(assetPath);
// Ensure that all sub node assets are present in the graph node list
for (var u = 0; u < objects.Length; u++)
{
// Ignore null sub assets
if (objects[u] == null) { continue; }
if (!graph.nodes.Contains(objects[u] as XNode.Node))
{
graph.nodes.Add(objects[u] as XNode.Node);
}
}
}
}
};
}
}

View File

@ -40,11 +40,15 @@ namespace XNodeEditor.Internal {
#endif
public static T GetEditor(K target, NodeEditorWindow window) {
if (target == null) return null;
T editor;
if (target == null)
{
return null;
}
T editor;
if (!editors.TryGetValue(target, out editor)) {
Type type = target.GetType();
Type editorType = GetEditorType(type);
var type = target.GetType();
var editorType = GetEditorType(type);
editor = Activator.CreateInstance(editorType) as T;
editor.target = target;
editor.serializedObject = new SerializedObject(target);
@ -52,15 +56,31 @@ namespace XNodeEditor.Internal {
editor.OnCreate();
editors.Add(target, editor);
}
if (editor.target == null) editor.target = target;
if (editor.window != window) editor.window = window;
if (editor.serializedObject == null) editor.serializedObject = new SerializedObject(target);
return editor;
if (editor.target == null)
{
editor.target = target;
}
if (editor.window != window)
{
editor.window = window;
}
if (editor.serializedObject == null)
{
editor.serializedObject = new SerializedObject(target);
}
return editor;
}
public static void DestroyEditor( K target )
{
if ( target == null ) return;
if ( target == null )
{
return;
}
T editor;
if ( editors.TryGetValue( target, out editor ) )
{
@ -69,11 +89,23 @@ namespace XNodeEditor.Internal {
}
private static Type GetEditorType(Type type) {
if (type == null) return null;
if (editorTypes == null) CacheCustomEditors();
Type result;
if (editorTypes.TryGetValue(type, out result)) return result;
//If type isn't found, try base type
if (type == null)
{
return null;
}
if (editorTypes == null)
{
CacheCustomEditors();
}
Type result;
if (editorTypes.TryGetValue(type, out result))
{
return result;
}
//If type isn't found, try base type
return GetEditorType(type.BaseType);
}
@ -81,12 +113,20 @@ namespace XNodeEditor.Internal {
editorTypes = new Dictionary<Type, Type>();
//Get all classes deriving from NodeEditor via reflection
Type[] nodeEditors = typeof(T).GetDerivedTypes();
for (int i = 0; i < nodeEditors.Length; i++) {
if (nodeEditors[i].IsAbstract) continue;
var attribs = nodeEditors[i].GetCustomAttributes(typeof(A), false);
if (attribs == null || attribs.Length == 0) continue;
A attrib = attribs[0] as A;
var nodeEditors = typeof(T).GetDerivedTypes();
for (var i = 0; i < nodeEditors.Length; i++) {
if (nodeEditors[i].IsAbstract)
{
continue;
}
var attribs = nodeEditors[i].GetCustomAttributes(typeof(A), false);
if (attribs == null || attribs.Length == 0)
{
continue;
}
var attrib = attribs[0] as A;
editorTypes.Add(attrib.GetInspectedType(), nodeEditors[i]);
}
}
@ -98,4 +138,4 @@ namespace XNodeEditor.Internal {
Type GetInspectedType();
}
}
}
}

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@ -21,9 +21,13 @@ namespace XNodeEditor {
/// <summary> Make a field for a serialized property. Automatically displays relevant node port. </summary>
public static void PropertyField(SerializedProperty property, GUIContent label, bool includeChildren = true, params GUILayoutOption[] options) {
if (property == null) throw new NullReferenceException();
XNode.Node node = property.serializedObject.targetObject as XNode.Node;
XNode.NodePort port = node.GetPort(property.name);
if (property == null)
{
throw new NullReferenceException();
}
var node = property.serializedObject.targetObject as XNode.Node;
var port = node.GetPort(property.name);
PropertyField(property, label, port, includeChildren);
}
@ -34,61 +38,83 @@ namespace XNodeEditor {
/// <summary> Make a field for a serialized property. Manual node port override. </summary>
public static void PropertyField(SerializedProperty property, GUIContent label, XNode.NodePort port, bool includeChildren = true, params GUILayoutOption[] options) {
if (property == null) throw new NullReferenceException();
if (property == null)
{
throw new NullReferenceException();
}
// If property is not a port, display a regular property field
if (port == null) EditorGUILayout.PropertyField(property, label, includeChildren, GUILayout.MinWidth(30));
if (port == null)
{
EditorGUILayout.PropertyField(property, label, includeChildren, GUILayout.MinWidth(30));
}
else {
Rect rect = new Rect();
var rect = new Rect();
List<PropertyAttribute> propertyAttributes = NodeEditorUtilities.GetCachedPropertyAttribs(port.node.GetType(), property.name);
var propertyAttributes = NodeEditorUtilities.GetCachedPropertyAttribs(port.node.GetType(), property.name);
// If property is an input, display a regular property field and put a port handle on the left side
if (port.direction == XNode.NodePort.IO.Input) {
// Get data from [Input] attribute
XNode.Node.ShowBackingValue showBacking = XNode.Node.ShowBackingValue.Unconnected;
var showBacking = XNode.Node.ShowBackingValue.Unconnected;
XNode.Node.InputAttribute inputAttribute;
bool dynamicPortList = false;
var dynamicPortList = false;
if (NodeEditorUtilities.GetCachedAttrib(port.node.GetType(), property.name, out inputAttribute)) {
dynamicPortList = inputAttribute.dynamicPortList;
showBacking = inputAttribute.backingValue;
}
bool usePropertyAttributes = dynamicPortList ||
showBacking == XNode.Node.ShowBackingValue.Never ||
(showBacking == XNode.Node.ShowBackingValue.Unconnected && port.IsConnected);
var usePropertyAttributes = dynamicPortList ||
showBacking == XNode.Node.ShowBackingValue.Never ||
(showBacking == XNode.Node.ShowBackingValue.Unconnected && port.IsConnected);
float spacePadding = 0;
string tooltip = null;
foreach (var attr in propertyAttributes) {
if (attr is SpaceAttribute) {
if (usePropertyAttributes) GUILayout.Space((attr as SpaceAttribute).height);
else spacePadding += (attr as SpaceAttribute).height;
if (usePropertyAttributes)
{
GUILayout.Space((attr as SpaceAttribute).height);
}
else
{
spacePadding += (attr as SpaceAttribute).height;
}
} else if (attr is HeaderAttribute) {
if (usePropertyAttributes) {
//GUI Values are from https://github.com/Unity-Technologies/UnityCsReference/blob/master/Editor/Mono/ScriptAttributeGUI/Implementations/DecoratorDrawers.cs
Rect position = GUILayoutUtility.GetRect(0, (EditorGUIUtility.singleLineHeight * 1.5f) - EditorGUIUtility.standardVerticalSpacing); //Layout adds standardVerticalSpacing after rect so we subtract it.
var position = GUILayoutUtility.GetRect(0, (EditorGUIUtility.singleLineHeight * 1.5f) - EditorGUIUtility.standardVerticalSpacing); //Layout adds standardVerticalSpacing after rect so we subtract it.
position.yMin += EditorGUIUtility.singleLineHeight * 0.5f;
position = EditorGUI.IndentedRect(position);
GUI.Label(position, (attr as HeaderAttribute).header, EditorStyles.boldLabel);
} else spacePadding += EditorGUIUtility.singleLineHeight * 1.5f;
} else
{
spacePadding += EditorGUIUtility.singleLineHeight * 1.5f;
}
} else if (attr is TooltipAttribute) {
tooltip = (attr as TooltipAttribute).tooltip;
}
}
if (dynamicPortList) {
Type type = GetType(property);
XNode.Node.ConnectionType connectionType = inputAttribute != null ? inputAttribute.connectionType : XNode.Node.ConnectionType.Multiple;
var type = GetType(property);
var connectionType = inputAttribute != null ? inputAttribute.connectionType : XNode.Node.ConnectionType.Multiple;
DynamicPortList(property.name, type, property.serializedObject, port.direction, connectionType);
return;
}
switch (showBacking) {
case XNode.Node.ShowBackingValue.Unconnected:
// Display a label if port is connected
if (port.IsConnected) EditorGUILayout.LabelField(label != null ? label : new GUIContent(property.displayName, tooltip));
if (port.IsConnected)
{
EditorGUILayout.LabelField(label != null ? label : new GUIContent(property.displayName, tooltip));
}
// Display an editable property field if port is not connected
else EditorGUILayout.PropertyField(property, label, includeChildren, GUILayout.MinWidth(30));
else
{
EditorGUILayout.PropertyField(property, label, includeChildren, GUILayout.MinWidth(30));
}
break;
case XNode.Node.ShowBackingValue.Never:
// Display a label
@ -106,49 +132,65 @@ namespace XNodeEditor {
// If property is an output, display a text label and put a port handle on the right side
} else if (port.direction == XNode.NodePort.IO.Output) {
// Get data from [Output] attribute
XNode.Node.ShowBackingValue showBacking = XNode.Node.ShowBackingValue.Unconnected;
var showBacking = XNode.Node.ShowBackingValue.Unconnected;
XNode.Node.OutputAttribute outputAttribute;
bool dynamicPortList = false;
var dynamicPortList = false;
if (NodeEditorUtilities.GetCachedAttrib(port.node.GetType(), property.name, out outputAttribute)) {
dynamicPortList = outputAttribute.dynamicPortList;
showBacking = outputAttribute.backingValue;
}
bool usePropertyAttributes = dynamicPortList ||
showBacking == XNode.Node.ShowBackingValue.Never ||
(showBacking == XNode.Node.ShowBackingValue.Unconnected && port.IsConnected);
var usePropertyAttributes = dynamicPortList ||
showBacking == XNode.Node.ShowBackingValue.Never ||
(showBacking == XNode.Node.ShowBackingValue.Unconnected && port.IsConnected);
float spacePadding = 0;
string tooltip = null;
foreach (var attr in propertyAttributes) {
if (attr is SpaceAttribute) {
if (usePropertyAttributes) GUILayout.Space((attr as SpaceAttribute).height);
else spacePadding += (attr as SpaceAttribute).height;
if (usePropertyAttributes)
{
GUILayout.Space((attr as SpaceAttribute).height);
}
else
{
spacePadding += (attr as SpaceAttribute).height;
}
} else if (attr is HeaderAttribute) {
if (usePropertyAttributes) {
//GUI Values are from https://github.com/Unity-Technologies/UnityCsReference/blob/master/Editor/Mono/ScriptAttributeGUI/Implementations/DecoratorDrawers.cs
Rect position = GUILayoutUtility.GetRect(0, (EditorGUIUtility.singleLineHeight * 1.5f) - EditorGUIUtility.standardVerticalSpacing); //Layout adds standardVerticalSpacing after rect so we subtract it.
var position = GUILayoutUtility.GetRect(0, (EditorGUIUtility.singleLineHeight * 1.5f) - EditorGUIUtility.standardVerticalSpacing); //Layout adds standardVerticalSpacing after rect so we subtract it.
position.yMin += EditorGUIUtility.singleLineHeight * 0.5f;
position = EditorGUI.IndentedRect(position);
GUI.Label(position, (attr as HeaderAttribute).header, EditorStyles.boldLabel);
} else spacePadding += EditorGUIUtility.singleLineHeight * 1.5f;
} else
{
spacePadding += EditorGUIUtility.singleLineHeight * 1.5f;
}
} else if (attr is TooltipAttribute) {
tooltip = (attr as TooltipAttribute).tooltip;
}
}
if (dynamicPortList) {
Type type = GetType(property);
XNode.Node.ConnectionType connectionType = outputAttribute != null ? outputAttribute.connectionType : XNode.Node.ConnectionType.Multiple;
var type = GetType(property);
var connectionType = outputAttribute != null ? outputAttribute.connectionType : XNode.Node.ConnectionType.Multiple;
DynamicPortList(property.name, type, property.serializedObject, port.direction, connectionType);
return;
}
switch (showBacking) {
case XNode.Node.ShowBackingValue.Unconnected:
// Display a label if port is connected
if (port.IsConnected) EditorGUILayout.LabelField(label != null ? label : new GUIContent(property.displayName, tooltip), NodeEditorResources.OutputPort, GUILayout.MinWidth(30));
if (port.IsConnected)
{
EditorGUILayout.LabelField(label != null ? label : new GUIContent(property.displayName, tooltip), NodeEditorResources.OutputPort, GUILayout.MinWidth(30));
}
// Display an editable property field if port is not connected
else EditorGUILayout.PropertyField(property, label, includeChildren, GUILayout.MinWidth(30));
else
{
EditorGUILayout.PropertyField(property, label, includeChildren, GUILayout.MinWidth(30));
}
break;
case XNode.Node.ShowBackingValue.Never:
// Display a label
@ -167,20 +209,20 @@ namespace XNodeEditor {
rect.size = new Vector2(16, 16);
Color backgroundColor = NodeEditorWindow.current.graphEditor.GetPortBackgroundColor(port);
Color col = NodeEditorWindow.current.graphEditor.GetPortColor(port);
GUIStyle portStyle = NodeEditorWindow.current.graphEditor.GetPortStyle(port);
var backgroundColor = NodeEditorWindow.current.graphEditor.GetPortBackgroundColor(port);
var col = NodeEditorWindow.current.graphEditor.GetPortColor(port);
var portStyle = NodeEditorWindow.current.graphEditor.GetPortStyle(port);
DrawPortHandle(rect, backgroundColor, col, portStyle.normal.background, portStyle.active.background);
// Register the handle position
Vector2 portPos = rect.center;
var portPos = rect.center;
NodeEditor.portPositions[port] = portPos;
}
}
private static System.Type GetType(SerializedProperty property) {
System.Type parentType = property.serializedObject.targetObject.GetType();
System.Reflection.FieldInfo fi = parentType.GetFieldInfo(property.name);
var parentType = property.serializedObject.targetObject.GetType();
var fi = parentType.GetFieldInfo(property.name);
return fi.FieldType;
}
@ -191,17 +233,25 @@ namespace XNodeEditor {
/// <summary> Make a simple port field. </summary>
public static void PortField(GUIContent label, XNode.NodePort port, params GUILayoutOption[] options) {
if (port == null) return;
if (options == null) options = new GUILayoutOption[] { GUILayout.MinWidth(30) };
if (port == null)
{
return;
}
if (options == null)
{
options = new GUILayoutOption[] { GUILayout.MinWidth(30) };
}
Vector2 position = Vector3.zero;
GUIContent content = label != null ? label : new GUIContent(ObjectNames.NicifyVariableName(port.fieldName));
var content = label != null ? label : new GUIContent(ObjectNames.NicifyVariableName(port.fieldName));
// If property is an input, display a regular property field and put a port handle on the left side
if (port.direction == XNode.NodePort.IO.Input) {
// Display a label
EditorGUILayout.LabelField(content, options);
Rect rect = GUILayoutUtility.GetLastRect();
var rect = GUILayoutUtility.GetLastRect();
float paddingLeft = NodeEditorWindow.current.graphEditor.GetPortStyle(port).padding.left;
position = rect.position - new Vector2(16 + paddingLeft, 0);
}
@ -210,7 +260,7 @@ namespace XNodeEditor {
// Display a label
EditorGUILayout.LabelField(content, NodeEditorResources.OutputPort, options);
Rect rect = GUILayoutUtility.GetLastRect();
var rect = GUILayoutUtility.GetLastRect();
rect.width += NodeEditorWindow.current.graphEditor.GetPortStyle(port).padding.right;
position = rect.position + new Vector2(rect.width, 0);
}
@ -219,25 +269,32 @@ namespace XNodeEditor {
/// <summary> Make a simple port field. </summary>
public static void PortField(Vector2 position, XNode.NodePort port) {
if (port == null) return;
if (port == null)
{
return;
}
Rect rect = new Rect(position, new Vector2(16, 16));
var rect = new Rect(position, new Vector2(16, 16));
Color backgroundColor = NodeEditorWindow.current.graphEditor.GetPortBackgroundColor(port);
Color col = NodeEditorWindow.current.graphEditor.GetPortColor(port);
GUIStyle portStyle = NodeEditorWindow.current.graphEditor.GetPortStyle(port);
var backgroundColor = NodeEditorWindow.current.graphEditor.GetPortBackgroundColor(port);
var col = NodeEditorWindow.current.graphEditor.GetPortColor(port);
var portStyle = NodeEditorWindow.current.graphEditor.GetPortStyle(port);
DrawPortHandle(rect, backgroundColor, col, portStyle.normal.background, portStyle.active.background);
// Register the handle position
Vector2 portPos = rect.center;
var portPos = rect.center;
NodeEditor.portPositions[port] = portPos;
}
/// <summary> Add a port field to previous layout element. </summary>
public static void AddPortField(XNode.NodePort port) {
if (port == null) return;
Rect rect = new Rect();
if (port == null)
{
return;
}
var rect = new Rect();
// If property is an input, display a regular property field and put a port handle on the left side
if (port.direction == XNode.NodePort.IO.Input) {
@ -253,14 +310,14 @@ namespace XNodeEditor {
rect.size = new Vector2(16, 16);
Color backgroundColor = NodeEditorWindow.current.graphEditor.GetPortBackgroundColor(port);
Color col = NodeEditorWindow.current.graphEditor.GetPortColor(port);
GUIStyle portStyle = NodeEditorWindow.current.graphEditor.GetPortStyle(port);
var backgroundColor = NodeEditorWindow.current.graphEditor.GetPortBackgroundColor(port);
var col = NodeEditorWindow.current.graphEditor.GetPortColor(port);
var portStyle = NodeEditorWindow.current.graphEditor.GetPortStyle(port);
DrawPortHandle(rect, backgroundColor, col, portStyle.normal.background, portStyle.active.background);
// Register the handle position
Vector2 portPos = rect.center;
var portPos = rect.center;
NodeEditor.portPositions[port] = portPos;
}
@ -281,7 +338,7 @@ namespace XNodeEditor {
/// <param name="border">texture for border of the dot port</param>
/// <param name="dot">texture for the dot port</param>
public static void DrawPortHandle(Rect rect, Color backgroundColor, Color typeColor, Texture2D border, Texture2D dot) {
Color col = GUI.color;
var col = GUI.color;
GUI.color = backgroundColor;
GUI.DrawTexture(rect, border);
GUI.color = typeColor;
@ -304,12 +361,19 @@ namespace XNodeEditor {
/// <summary> Is this port part of a DynamicPortList? </summary>
public static bool IsDynamicPortListPort(XNode.NodePort port) {
string[] parts = port.fieldName.Split(' ');
if (parts.Length != 2) return false;
var parts = port.fieldName.Split(' ');
if (parts.Length != 2)
{
return false;
}
Dictionary<string, ReorderableList> cache;
if (reorderableListCache.TryGetValue(port.node, out cache)) {
ReorderableList list;
if (cache.TryGetValue(parts[0], out list)) return true;
if (cache.TryGetValue(parts[0], out list))
{
return true;
}
}
return false;
}
@ -321,33 +385,42 @@ namespace XNodeEditor {
/// <param name="connectionType">Connection type of added dynamic ports</param>
/// <param name="onCreation">Called on the list on creation. Use this if you want to customize the created ReorderableList</param>
public static void DynamicPortList(string fieldName, Type type, SerializedObject serializedObject, XNode.NodePort.IO io, XNode.Node.ConnectionType connectionType = XNode.Node.ConnectionType.Multiple, XNode.Node.TypeConstraint typeConstraint = XNode.Node.TypeConstraint.None, Action<ReorderableList> onCreation = null) {
XNode.Node node = serializedObject.targetObject as XNode.Node;
var node = serializedObject.targetObject as XNode.Node;
var indexedPorts = node.DynamicPorts.Select(x => {
string[] split = x.fieldName.Split(' ');
var split = x.fieldName.Split(' ');
if (split != null && split.Length == 2 && split[0] == fieldName) {
int i = -1;
var i = -1;
if (int.TryParse(split[1], out i)) {
return new { index = i, port = x };
}
}
return new { index = -1, port = (XNode.NodePort)null };
}).Where(x => x.port != null);
List<XNode.NodePort> dynamicPorts = indexedPorts.OrderBy(x => x.index).Select(x => x.port).ToList();
var dynamicPorts = indexedPorts.OrderBy(x => x.index).Select(x => x.port).ToList();
node.UpdatePorts();
ReorderableList list = null;
Dictionary<string, ReorderableList> rlc;
if (reorderableListCache.TryGetValue(serializedObject.targetObject, out rlc)) {
if (!rlc.TryGetValue(fieldName, out list)) list = null;
if (!rlc.TryGetValue(fieldName, out list))
{
list = null;
}
}
// If a ReorderableList isn't cached for this array, do so.
if (list == null) {
SerializedProperty arrayData = serializedObject.FindProperty(fieldName);
var arrayData = serializedObject.FindProperty(fieldName);
list = CreateReorderableList(fieldName, dynamicPorts, arrayData, type, serializedObject, io, connectionType, typeConstraint, onCreation);
if (reorderableListCache.TryGetValue(serializedObject.targetObject, out rlc)) rlc.Add(fieldName, list);
else reorderableListCache.Add(serializedObject.targetObject, new Dictionary<string, ReorderableList>() { { fieldName, list } });
if (reorderableListCache.TryGetValue(serializedObject.targetObject, out rlc))
{
rlc.Add(fieldName, list);
}
else
{
reorderableListCache.Add(serializedObject.targetObject, new Dictionary<string, ReorderableList>() { { fieldName, list } });
}
}
list.list = dynamicPorts;
list.DoLayoutList();
@ -355,34 +428,45 @@ namespace XNodeEditor {
}
private static ReorderableList CreateReorderableList(string fieldName, List<XNode.NodePort> dynamicPorts, SerializedProperty arrayData, Type type, SerializedObject serializedObject, XNode.NodePort.IO io, XNode.Node.ConnectionType connectionType, XNode.Node.TypeConstraint typeConstraint, Action<ReorderableList> onCreation) {
bool hasArrayData = arrayData != null && arrayData.isArray;
XNode.Node node = serializedObject.targetObject as XNode.Node;
ReorderableList list = new ReorderableList(dynamicPorts, null, true, true, true, true);
string label = arrayData != null ? arrayData.displayName : ObjectNames.NicifyVariableName(fieldName);
var hasArrayData = arrayData != null && arrayData.isArray;
var node = serializedObject.targetObject as XNode.Node;
var list = new ReorderableList(dynamicPorts, null, true, true, true, true);
var label = arrayData != null ? arrayData.displayName : ObjectNames.NicifyVariableName(fieldName);
list.drawElementCallback =
(Rect rect, int index, bool isActive, bool isFocused) => {
XNode.NodePort port = node.GetPort(fieldName + " " + index);
var port = node.GetPort(fieldName + " " + index);
if (hasArrayData && arrayData.propertyType != SerializedPropertyType.String) {
if (arrayData.arraySize <= index) {
EditorGUI.LabelField(rect, "Array[" + index + "] data out of range");
return;
}
SerializedProperty itemData = arrayData.GetArrayElementAtIndex(index);
var itemData = arrayData.GetArrayElementAtIndex(index);
EditorGUI.PropertyField(rect, itemData, true);
} else EditorGUI.LabelField(rect, port != null ? port.fieldName : "");
} else
{
EditorGUI.LabelField(rect, port != null ? port.fieldName : "");
}
if (port != null) {
Vector2 pos = rect.position + (port.IsOutput ? new Vector2(rect.width + 6, 0) : new Vector2(-36, 0));
var pos = rect.position + (port.IsOutput ? new Vector2(rect.width + 6, 0) : new Vector2(-36, 0));
NodeEditorGUILayout.PortField(pos, port);
}
};
list.elementHeightCallback =
(int index) => {
if (hasArrayData) {
if (arrayData.arraySize <= index) return EditorGUIUtility.singleLineHeight;
SerializedProperty itemData = arrayData.GetArrayElementAtIndex(index);
if (arrayData.arraySize <= index)
{
return EditorGUIUtility.singleLineHeight;
}
var itemData = arrayData.GetArrayElementAtIndex(index);
return EditorGUI.GetPropertyHeight(itemData);
} else return EditorGUIUtility.singleLineHeight;
} else
{
return EditorGUIUtility.singleLineHeight;
}
};
list.drawHeaderCallback =
(Rect rect) => {
@ -395,15 +479,15 @@ namespace XNodeEditor {
list.onReorderCallback =
(ReorderableList rl) => {
serializedObject.Update();
bool hasRect = false;
bool hasNewRect = false;
Rect rect = Rect.zero;
Rect newRect = Rect.zero;
var hasRect = false;
var hasNewRect = false;
var rect = Rect.zero;
var newRect = Rect.zero;
// Move up
if (rl.index > reorderableListIndex) {
for (int i = reorderableListIndex; i < rl.index; ++i) {
XNode.NodePort port = node.GetPort(fieldName + " " + i);
XNode.NodePort nextPort = node.GetPort(fieldName + " " + (i + 1));
for (var i = reorderableListIndex; i < rl.index; ++i) {
var port = node.GetPort(fieldName + " " + i);
var nextPort = node.GetPort(fieldName + " " + (i + 1));
port.SwapConnections(nextPort);
// Swap cached positions to mitigate twitching
@ -415,9 +499,9 @@ namespace XNodeEditor {
}
// Move down
else {
for (int i = reorderableListIndex; i > rl.index; --i) {
XNode.NodePort port = node.GetPort(fieldName + " " + i);
XNode.NodePort nextPort = node.GetPort(fieldName + " " + (i - 1));
for (var i = reorderableListIndex; i > rl.index; --i) {
var port = node.GetPort(fieldName + " " + i);
var nextPort = node.GetPort(fieldName + " " + (i - 1));
port.SwapConnections(nextPort);
// Swap cached positions to mitigate twitching
@ -445,12 +529,22 @@ namespace XNodeEditor {
list.onAddCallback =
(ReorderableList rl) => {
// Add dynamic port postfixed with an index number
string newName = fieldName + " 0";
int i = 0;
while (node.HasPort(newName)) newName = fieldName + " " + (++i);
var newName = fieldName + " 0";
var i = 0;
while (node.HasPort(newName))
{
newName = fieldName + " " + (++i);
}
if (io == XNode.NodePort.IO.Output)
{
node.AddDynamicOutput(type, connectionType, XNode.Node.TypeConstraint.None, newName);
}
else
{
node.AddDynamicInput(type, connectionType, typeConstraint, newName);
}
if (io == XNode.NodePort.IO.Output) node.AddDynamicOutput(type, connectionType, XNode.Node.TypeConstraint.None, newName);
else node.AddDynamicInput(type, connectionType, typeConstraint, newName);
serializedObject.Update();
EditorUtility.SetDirty(node);
if (hasArrayData) {
@ -462,9 +556,9 @@ namespace XNodeEditor {
(ReorderableList rl) => {
var indexedPorts = node.DynamicPorts.Select(x => {
string[] split = x.fieldName.Split(' ');
var split = x.fieldName.Split(' ');
if (split != null && split.Length == 2 && split[0] == fieldName) {
int i = -1;
var i = -1;
if (int.TryParse(split[1], out i)) {
return new { index = i, port = x };
}
@ -473,7 +567,7 @@ namespace XNodeEditor {
}).Where(x => x.port != null);
dynamicPorts = indexedPorts.OrderBy(x => x.index).Select(x => x.port).ToList();
int index = rl.index;
var index = rl.index;
if (dynamicPorts[index] == null) {
Debug.LogWarning("No port found at index " + index + " - Skipped");
@ -484,9 +578,9 @@ namespace XNodeEditor {
// Clear the removed ports connections
dynamicPorts[index].ClearConnections();
// Move following connections one step up to replace the missing connection
for (int k = index + 1; k < dynamicPorts.Count(); k++) {
for (int j = 0; j < dynamicPorts[k].ConnectionCount; j++) {
XNode.NodePort other = dynamicPorts[k].GetConnection(j);
for (var k = index + 1; k < dynamicPorts.Count(); k++) {
for (var j = 0; j < dynamicPorts[k].ConnectionCount; j++) {
var other = dynamicPorts[k].GetConnection(j);
dynamicPorts[k].Disconnect(other);
dynamicPorts[k - 1].Connect(other);
}
@ -517,14 +611,25 @@ namespace XNodeEditor {
};
if (hasArrayData) {
int dynamicPortCount = dynamicPorts.Count;
var dynamicPortCount = dynamicPorts.Count;
while (dynamicPortCount < arrayData.arraySize) {
// Add dynamic port postfixed with an index number
string newName = arrayData.name + " 0";
int i = 0;
while (node.HasPort(newName)) newName = arrayData.name + " " + (++i);
if (io == XNode.NodePort.IO.Output) node.AddDynamicOutput(type, connectionType, typeConstraint, newName);
else node.AddDynamicInput(type, connectionType, typeConstraint, newName);
var newName = arrayData.name + " 0";
var i = 0;
while (node.HasPort(newName))
{
newName = arrayData.name + " " + (++i);
}
if (io == XNode.NodePort.IO.Output)
{
node.AddDynamicOutput(type, connectionType, typeConstraint, newName);
}
else
{
node.AddDynamicInput(type, connectionType, typeConstraint, newName);
}
EditorUtility.SetDirty(node);
dynamicPortCount++;
}
@ -534,8 +639,12 @@ namespace XNodeEditor {
serializedObject.ApplyModifiedProperties();
serializedObject.Update();
}
if (onCreation != null) onCreation(list);
if (onCreation != null)
{
onCreation(list);
}
return list;
}
}
}
}

View File

@ -51,14 +51,22 @@ namespace XNodeEditor {
private Texture2D _gridTexture;
public Texture2D gridTexture {
get {
if (_gridTexture == null) _gridTexture = NodeEditorResources.GenerateGridTexture(gridLineColor, gridBgColor);
if (_gridTexture == null)
{
_gridTexture = NodeEditorResources.GenerateGridTexture(gridLineColor, gridBgColor);
}
return _gridTexture;
}
}
private Texture2D _crossTexture;
public Texture2D crossTexture {
get {
if (_crossTexture == null) _crossTexture = NodeEditorResources.GenerateCrossTexture(gridLineColor);
if (_crossTexture == null)
{
_crossTexture = NodeEditorResources.GenerateCrossTexture(gridLineColor);
}
return _crossTexture;
}
}
@ -66,8 +74,8 @@ namespace XNodeEditor {
public void OnAfterDeserialize() {
// Deserialize typeColorsData
typeColors = new Dictionary<string, Color>();
string[] data = typeColorsData.Split(new char[] { ',' }, StringSplitOptions.RemoveEmptyEntries);
for (int i = 0; i < data.Length; i += 2) {
var data = typeColorsData.Split(new char[] { ',' }, StringSplitOptions.RemoveEmptyEntries);
for (var i = 0; i < data.Length; i += 2) {
Color col;
if (ColorUtility.TryParseHtmlString("#" + data[i + 1], out col)) {
typeColors.Add(data[i], col);
@ -86,24 +94,34 @@ namespace XNodeEditor {
/// <summary> Get settings of current active editor </summary>
public static Settings GetSettings() {
if (XNodeEditor.NodeEditorWindow.current == null) return new Settings();
if (XNodeEditor.NodeEditorWindow.current == null)
{
return new Settings();
}
if (lastEditor != XNodeEditor.NodeEditorWindow.current.graphEditor) {
object[] attribs = XNodeEditor.NodeEditorWindow.current.graphEditor.GetType().GetCustomAttributes(typeof(XNodeEditor.NodeGraphEditor.CustomNodeGraphEditorAttribute), true);
var attribs = XNodeEditor.NodeEditorWindow.current.graphEditor.GetType().GetCustomAttributes(typeof(XNodeEditor.NodeGraphEditor.CustomNodeGraphEditorAttribute), true);
if (attribs.Length == 1) {
XNodeEditor.NodeGraphEditor.CustomNodeGraphEditorAttribute attrib = attribs[0] as XNodeEditor.NodeGraphEditor.CustomNodeGraphEditorAttribute;
var attrib = attribs[0] as XNodeEditor.NodeGraphEditor.CustomNodeGraphEditorAttribute;
lastEditor = XNodeEditor.NodeEditorWindow.current.graphEditor;
lastKey = attrib.editorPrefsKey;
} else return null;
} else
{
return null;
}
}
if (!settings.ContainsKey(lastKey)) VerifyLoaded();
if (!settings.ContainsKey(lastKey))
{
VerifyLoaded();
}
return settings[lastKey];
}
#if UNITY_2019_1_OR_NEWER
[SettingsProvider]
public static SettingsProvider CreateXNodeSettingsProvider() {
SettingsProvider provider = new SettingsProvider("Preferences/Node Editor", SettingsScope.User) {
var provider = new SettingsProvider("Preferences/Node Editor", SettingsScope.User) {
guiHandler = (searchContext) => { XNodeEditor.NodeEditorPreferences.PreferencesGUI(); },
keywords = new HashSet<string>(new [] { "xNode", "node", "editor", "graph", "connections", "noodles", "ports" })
};
@ -116,9 +134,13 @@ namespace XNodeEditor {
#endif
private static void PreferencesGUI() {
VerifyLoaded();
Settings settings = NodeEditorPreferences.settings[lastKey];
var settings = NodeEditorPreferences.settings[lastKey];
if (GUILayout.Button(new GUIContent("Documentation", "https://github.com/Siccity/xNode/wiki"), GUILayout.Width(100)))
{
Application.OpenURL("https://github.com/Siccity/xNode/wiki");
}
if (GUILayout.Button(new GUIContent("Documentation", "https://github.com/Siccity/xNode/wiki"), GUILayout.Width(100))) Application.OpenURL("https://github.com/Siccity/xNode/wiki");
EditorGUILayout.Space();
NodeSettingsGUI(lastKey, settings);
@ -155,7 +177,11 @@ namespace XNodeEditor {
EditorGUILayout.LabelField("System", EditorStyles.boldLabel);
settings.autoSave = EditorGUILayout.Toggle(new GUIContent("Autosave", "Disable for better editor performance"), settings.autoSave);
settings.openOnCreate = EditorGUILayout.Toggle(new GUIContent("Open Editor on Create", "Disable to prevent openening the editor when creating a new graph"), settings.openOnCreate);
if (GUI.changed) SavePrefs(key, settings);
if (GUI.changed)
{
SavePrefs(key, settings);
}
EditorGUILayout.Space();
}
@ -188,16 +214,23 @@ namespace XNodeEditor {
//Display type colors. Save them if they are edited by the user
foreach (var type in typeColorKeys) {
string typeColorKey = NodeEditorUtilities.PrettyName(type);
Color col = typeColors[type];
var typeColorKey = NodeEditorUtilities.PrettyName(type);
var col = typeColors[type];
EditorGUI.BeginChangeCheck();
EditorGUILayout.BeginHorizontal();
col = EditorGUILayout.ColorField(typeColorKey, col);
EditorGUILayout.EndHorizontal();
if (EditorGUI.EndChangeCheck()) {
typeColors[type] = col;
if (settings.typeColors.ContainsKey(typeColorKey)) settings.typeColors[typeColorKey] = col;
else settings.typeColors.Add(typeColorKey, col);
if (settings.typeColors.ContainsKey(typeColorKey))
{
settings.typeColors[typeColorKey] = col;
}
else
{
settings.typeColors.Add(typeColorKey, col);
}
SavePrefs(key, settings);
NodeEditorWindow.RepaintAll();
}
@ -208,16 +241,30 @@ namespace XNodeEditor {
private static Settings LoadPrefs() {
// Create settings if it doesn't exist
if (!EditorPrefs.HasKey(lastKey)) {
if (lastEditor != null) EditorPrefs.SetString(lastKey, JsonUtility.ToJson(lastEditor.GetDefaultPreferences()));
else EditorPrefs.SetString(lastKey, JsonUtility.ToJson(new Settings()));
if (lastEditor != null)
{
EditorPrefs.SetString(lastKey, JsonUtility.ToJson(lastEditor.GetDefaultPreferences()));
}
else
{
EditorPrefs.SetString(lastKey, JsonUtility.ToJson(new Settings()));
}
}
return JsonUtility.FromJson<Settings>(EditorPrefs.GetString(lastKey));
}
/// <summary> Delete all prefs </summary>
public static void ResetPrefs() {
if (EditorPrefs.HasKey(lastKey)) EditorPrefs.DeleteKey(lastKey);
if (settings.ContainsKey(lastKey)) settings.Remove(lastKey);
if (EditorPrefs.HasKey(lastKey))
{
EditorPrefs.DeleteKey(lastKey);
}
if (settings.ContainsKey(lastKey))
{
settings.Remove(lastKey);
}
typeColors = new Dictionary<Type, Color>();
VerifyLoaded();
NodeEditorWindow.RepaintAll();
@ -230,20 +277,30 @@ namespace XNodeEditor {
/// <summary> Check if we have loaded settings for given key. If not, load them </summary>
private static void VerifyLoaded() {
if (!settings.ContainsKey(lastKey)) settings.Add(lastKey, LoadPrefs());
if (!settings.ContainsKey(lastKey))
{
settings.Add(lastKey, LoadPrefs());
}
}
/// <summary> Return color based on type </summary>
public static Color GetTypeColor(System.Type type) {
VerifyLoaded();
if (type == null) return Color.gray;
if (type == null)
{
return Color.gray;
}
Color col;
if (!typeColors.TryGetValue(type, out col)) {
string typeName = type.PrettyName();
if (settings[lastKey].typeColors.ContainsKey(typeName)) typeColors.Add(type, settings[lastKey].typeColors[typeName]);
var typeName = type.PrettyName();
if (settings[lastKey].typeColors.ContainsKey(typeName))
{
typeColors.Add(type, settings[lastKey].typeColors[typeName]);
}
else {
#if UNITY_5_4_OR_NEWER
UnityEngine.Random.State oldState = UnityEngine.Random.state;
var oldState = UnityEngine.Random.state;
UnityEngine.Random.InitState(typeName.GetHashCode());
#else
int oldSeed = UnityEngine.Random.seed;
@ -261,4 +318,4 @@ namespace XNodeEditor {
return col;
}
}
}
}

View File

@ -1,183 +1,198 @@
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using System.Reflection;
using UnityEditor;
using UnityEngine;
#if UNITY_2019_1_OR_NEWER && USE_ADVANCED_GENERIC_MENU
using GenericMenu = XNodeEditor.AdvancedGenericMenu;
#endif
namespace XNodeEditor {
/// <summary> Contains reflection-related extensions built for xNode </summary>
public static class NodeEditorReflection {
[NonSerialized] private static Dictionary<Type, Color> nodeTint;
[NonSerialized] private static Dictionary<Type, int> nodeWidth;
/// <summary> All available node types </summary>
public static Type[] nodeTypes { get { return _nodeTypes != null ? _nodeTypes : _nodeTypes = GetNodeTypes(); } }
[NonSerialized] private static Type[] _nodeTypes = null;
/// <summary> Return a delegate used to determine whether window is docked or not. It is faster to cache this delegate than run the reflection required each time. </summary>
public static Func<bool> GetIsDockedDelegate(this EditorWindow window) {
BindingFlags fullBinding = BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Instance | BindingFlags.Static;
MethodInfo isDockedMethod = typeof(EditorWindow).GetProperty("docked", fullBinding).GetGetMethod(true);
return (Func<bool>) Delegate.CreateDelegate(typeof(Func<bool>), window, isDockedMethod);
}
public static Type[] GetNodeTypes() {
//Get all classes deriving from Node via reflection
return GetDerivedTypes(typeof(XNode.Node));
}
/// <summary> Custom node tint colors defined with [NodeColor(r, g, b)] </summary>
public static bool TryGetAttributeTint(this Type nodeType, out Color tint) {
if (nodeTint == null) {
CacheAttributes<Color, XNode.Node.NodeTintAttribute>(ref nodeTint, x => x.color);
}
return nodeTint.TryGetValue(nodeType, out tint);
}
/// <summary> Get custom node widths defined with [NodeWidth(width)] </summary>
public static bool TryGetAttributeWidth(this Type nodeType, out int width) {
if (nodeWidth == null) {
CacheAttributes<int, XNode.Node.NodeWidthAttribute>(ref nodeWidth, x => x.width);
}
return nodeWidth.TryGetValue(nodeType, out width);
}
private static void CacheAttributes<V, A>(ref Dictionary<Type, V> dict, Func<A, V> getter) where A : Attribute {
dict = new Dictionary<Type, V>();
for (int i = 0; i < nodeTypes.Length; i++) {
object[] attribs = nodeTypes[i].GetCustomAttributes(typeof(A), true);
if (attribs == null || attribs.Length == 0) continue;
A attrib = attribs[0] as A;
dict.Add(nodeTypes[i], getter(attrib));
}
}
/// <summary> Get FieldInfo of a field, including those that are private and/or inherited </summary>
public static FieldInfo GetFieldInfo(this Type type, string fieldName) {
// If we can't find field in the first run, it's probably a private field in a base class.
FieldInfo field = type.GetField(fieldName, BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Instance);
// Search base classes for private fields only. Public fields are found above
while (field == null && (type = type.BaseType) != typeof(XNode.Node)) field = type.GetField(fieldName, BindingFlags.NonPublic | BindingFlags.Instance);
return field;
}
/// <summary> Get all classes deriving from baseType via reflection </summary>
public static Type[] GetDerivedTypes(this Type baseType) {
List<System.Type> types = new List<System.Type>();
System.Reflection.Assembly[] assemblies = System.AppDomain.CurrentDomain.GetAssemblies();
foreach (Assembly assembly in assemblies) {
try {
types.AddRange(assembly.GetTypes().Where(t => !t.IsAbstract && baseType.IsAssignableFrom(t)).ToArray());
} catch (ReflectionTypeLoadException) { }
}
return types.ToArray();
}
/// <summary> Find methods marked with the [ContextMenu] attribute and add them to the context menu </summary>
public static void AddCustomContextMenuItems(this GenericMenu contextMenu, object obj) {
KeyValuePair<ContextMenu, MethodInfo>[] items = GetContextMenuMethods(obj);
if (items.Length != 0) {
contextMenu.AddSeparator("");
List<string> invalidatedEntries = new List<string>();
foreach (KeyValuePair<ContextMenu, MethodInfo> checkValidate in items) {
if (checkValidate.Key.validate && !(bool) checkValidate.Value.Invoke(obj, null)) {
invalidatedEntries.Add(checkValidate.Key.menuItem);
}
}
for (int i = 0; i < items.Length; i++) {
KeyValuePair<ContextMenu, MethodInfo> kvp = items[i];
if (invalidatedEntries.Contains(kvp.Key.menuItem)) {
contextMenu.AddDisabledItem(new GUIContent(kvp.Key.menuItem));
} else {
contextMenu.AddItem(new GUIContent(kvp.Key.menuItem), false, () => kvp.Value.Invoke(obj, null));
}
}
}
}
/// <summary> Call OnValidate on target </summary>
public static void TriggerOnValidate(this UnityEngine.Object target) {
System.Reflection.MethodInfo onValidate = null;
if (target != null) {
onValidate = target.GetType().GetMethod("OnValidate", BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Instance);
if (onValidate != null) onValidate.Invoke(target, null);
}
}
public static KeyValuePair<ContextMenu, MethodInfo>[] GetContextMenuMethods(object obj) {
Type type = obj.GetType();
MethodInfo[] methods = type.GetMethods(BindingFlags.Instance | BindingFlags.Static | BindingFlags.Public | BindingFlags.NonPublic);
List<KeyValuePair<ContextMenu, MethodInfo>> kvp = new List<KeyValuePair<ContextMenu, MethodInfo>>();
for (int i = 0; i < methods.Length; i++) {
ContextMenu[] attribs = methods[i].GetCustomAttributes(typeof(ContextMenu), true).Select(x => x as ContextMenu).ToArray();
if (attribs == null || attribs.Length == 0) continue;
if (methods[i].GetParameters().Length != 0) {
Debug.LogWarning("Method " + methods[i].DeclaringType.Name + "." + methods[i].Name + " has parameters and cannot be used for context menu commands.");
continue;
}
if (methods[i].IsStatic) {
Debug.LogWarning("Method " + methods[i].DeclaringType.Name + "." + methods[i].Name + " is static and cannot be used for context menu commands.");
continue;
}
for (int k = 0; k < attribs.Length; k++) {
kvp.Add(new KeyValuePair<ContextMenu, MethodInfo>(attribs[k], methods[i]));
}
}
#if UNITY_5_5_OR_NEWER
//Sort menu items
kvp.Sort((x, y) => x.Key.priority.CompareTo(y.Key.priority));
#endif
return kvp.ToArray();
}
/// <summary> Very crude. Uses a lot of reflection. </summary>
public static void OpenPreferences() {
try {
#if UNITY_2018_3_OR_NEWER
SettingsService.OpenUserPreferences("Preferences/Node Editor");
#else
//Open preferences window
Assembly assembly = Assembly.GetAssembly(typeof(UnityEditor.EditorWindow));
Type type = assembly.GetType("UnityEditor.PreferencesWindow");
type.GetMethod("ShowPreferencesWindow", BindingFlags.NonPublic | BindingFlags.Static).Invoke(null, null);
//Get the window
EditorWindow window = EditorWindow.GetWindow(type);
//Make sure custom sections are added (because waiting for it to happen automatically is too slow)
FieldInfo refreshField = type.GetField("m_RefreshCustomPreferences", BindingFlags.NonPublic | BindingFlags.Instance);
if ((bool) refreshField.GetValue(window)) {
type.GetMethod("AddCustomSections", BindingFlags.NonPublic | BindingFlags.Instance).Invoke(window, null);
refreshField.SetValue(window, false);
}
//Get sections
FieldInfo sectionsField = type.GetField("m_Sections", BindingFlags.Instance | BindingFlags.NonPublic);
IList sections = sectionsField.GetValue(window) as IList;
//Iterate through sections and check contents
Type sectionType = sectionsField.FieldType.GetGenericArguments() [0];
FieldInfo sectionContentField = sectionType.GetField("content", BindingFlags.Instance | BindingFlags.Public);
for (int i = 0; i < sections.Count; i++) {
GUIContent sectionContent = sectionContentField.GetValue(sections[i]) as GUIContent;
if (sectionContent.text == "Node Editor") {
//Found contents - Set index
FieldInfo sectionIndexField = type.GetField("m_SelectedSectionIndex", BindingFlags.Instance | BindingFlags.NonPublic);
sectionIndexField.SetValue(window, i);
return;
}
}
#endif
} catch (Exception e) {
Debug.LogError(e);
Debug.LogWarning("Unity has changed around internally. Can't open properties through reflection. Please contact xNode developer and supply unity version number.");
}
}
}
}
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using System.Reflection;
using UnityEditor;
using UnityEngine;
#if UNITY_2019_1_OR_NEWER && USE_ADVANCED_GENERIC_MENU
using GenericMenu = XNodeEditor.AdvancedGenericMenu;
#endif
namespace XNodeEditor {
/// <summary> Contains reflection-related extensions built for xNode </summary>
public static class NodeEditorReflection {
[NonSerialized] private static Dictionary<Type, Color> nodeTint;
[NonSerialized] private static Dictionary<Type, int> nodeWidth;
/// <summary> All available node types </summary>
public static Type[] nodeTypes { get { return _nodeTypes != null ? _nodeTypes : _nodeTypes = GetNodeTypes(); } }
[NonSerialized] private static Type[] _nodeTypes = null;
/// <summary> Return a delegate used to determine whether window is docked or not. It is faster to cache this delegate than run the reflection required each time. </summary>
public static Func<bool> GetIsDockedDelegate(this EditorWindow window) {
var fullBinding = BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Instance | BindingFlags.Static;
var isDockedMethod = typeof(EditorWindow).GetProperty("docked", fullBinding).GetGetMethod(true);
return (Func<bool>) Delegate.CreateDelegate(typeof(Func<bool>), window, isDockedMethod);
}
public static Type[] GetNodeTypes() {
//Get all classes deriving from Node via reflection
return GetDerivedTypes(typeof(XNode.Node));
}
/// <summary> Custom node tint colors defined with [NodeColor(r, g, b)] </summary>
public static bool TryGetAttributeTint(this Type nodeType, out Color tint) {
if (nodeTint == null) {
CacheAttributes<Color, XNode.Node.NodeTintAttribute>(ref nodeTint, x => x.color);
}
return nodeTint.TryGetValue(nodeType, out tint);
}
/// <summary> Get custom node widths defined with [NodeWidth(width)] </summary>
public static bool TryGetAttributeWidth(this Type nodeType, out int width) {
if (nodeWidth == null) {
CacheAttributes<int, XNode.Node.NodeWidthAttribute>(ref nodeWidth, x => x.width);
}
return nodeWidth.TryGetValue(nodeType, out width);
}
private static void CacheAttributes<V, A>(ref Dictionary<Type, V> dict, Func<A, V> getter) where A : Attribute {
dict = new Dictionary<Type, V>();
for (var i = 0; i < nodeTypes.Length; i++) {
var attribs = nodeTypes[i].GetCustomAttributes(typeof(A), true);
if (attribs == null || attribs.Length == 0)
{
continue;
}
var attrib = attribs[0] as A;
dict.Add(nodeTypes[i], getter(attrib));
}
}
/// <summary> Get FieldInfo of a field, including those that are private and/or inherited </summary>
public static FieldInfo GetFieldInfo(this Type type, string fieldName) {
// If we can't find field in the first run, it's probably a private field in a base class.
var field = type.GetField(fieldName, BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Instance);
// Search base classes for private fields only. Public fields are found above
while (field == null && (type = type.BaseType) != typeof(XNode.Node))
{
field = type.GetField(fieldName, BindingFlags.NonPublic | BindingFlags.Instance);
}
return field;
}
/// <summary> Get all classes deriving from baseType via reflection </summary>
public static Type[] GetDerivedTypes(this Type baseType) {
var types = new List<System.Type>();
var assemblies = System.AppDomain.CurrentDomain.GetAssemblies();
foreach (var assembly in assemblies) {
try {
types.AddRange(assembly.GetTypes().Where(t => !t.IsAbstract && baseType.IsAssignableFrom(t)).ToArray());
} catch (ReflectionTypeLoadException) { }
}
return types.ToArray();
}
/// <summary> Find methods marked with the [ContextMenu] attribute and add them to the context menu </summary>
public static void AddCustomContextMenuItems(this GenericMenu contextMenu, object obj) {
var items = GetContextMenuMethods(obj);
if (items.Length != 0) {
contextMenu.AddSeparator("");
var invalidatedEntries = new List<string>();
foreach (var checkValidate in items) {
if (checkValidate.Key.validate && !(bool) checkValidate.Value.Invoke(obj, null)) {
invalidatedEntries.Add(checkValidate.Key.menuItem);
}
}
for (var i = 0; i < items.Length; i++) {
var kvp = items[i];
if (invalidatedEntries.Contains(kvp.Key.menuItem)) {
contextMenu.AddDisabledItem(new GUIContent(kvp.Key.menuItem));
} else {
contextMenu.AddItem(new GUIContent(kvp.Key.menuItem), false, () => kvp.Value.Invoke(obj, null));
}
}
}
}
/// <summary> Call OnValidate on target </summary>
public static void TriggerOnValidate(this UnityEngine.Object target) {
System.Reflection.MethodInfo onValidate = null;
if (target != null) {
onValidate = target.GetType().GetMethod("OnValidate", BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Instance);
if (onValidate != null)
{
onValidate.Invoke(target, null);
}
}
}
public static KeyValuePair<ContextMenu, MethodInfo>[] GetContextMenuMethods(object obj) {
var type = obj.GetType();
var methods = type.GetMethods(BindingFlags.Instance | BindingFlags.Static | BindingFlags.Public | BindingFlags.NonPublic);
var kvp = new List<KeyValuePair<ContextMenu, MethodInfo>>();
for (var i = 0; i < methods.Length; i++) {
var attribs = methods[i].GetCustomAttributes(typeof(ContextMenu), true).Select(x => x as ContextMenu).ToArray();
if (attribs == null || attribs.Length == 0)
{
continue;
}
if (methods[i].GetParameters().Length != 0) {
Debug.LogWarning("Method " + methods[i].DeclaringType.Name + "." + methods[i].Name + " has parameters and cannot be used for context menu commands.");
continue;
}
if (methods[i].IsStatic) {
Debug.LogWarning("Method " + methods[i].DeclaringType.Name + "." + methods[i].Name + " is static and cannot be used for context menu commands.");
continue;
}
for (var k = 0; k < attribs.Length; k++) {
kvp.Add(new KeyValuePair<ContextMenu, MethodInfo>(attribs[k], methods[i]));
}
}
#if UNITY_5_5_OR_NEWER
//Sort menu items
kvp.Sort((x, y) => x.Key.priority.CompareTo(y.Key.priority));
#endif
return kvp.ToArray();
}
/// <summary> Very crude. Uses a lot of reflection. </summary>
public static void OpenPreferences() {
try {
#if UNITY_2018_3_OR_NEWER
SettingsService.OpenUserPreferences("Preferences/Node Editor");
#else
//Open preferences window
Assembly assembly = Assembly.GetAssembly(typeof(UnityEditor.EditorWindow));
Type type = assembly.GetType("UnityEditor.PreferencesWindow");
type.GetMethod("ShowPreferencesWindow", BindingFlags.NonPublic | BindingFlags.Static).Invoke(null, null);
//Get the window
EditorWindow window = EditorWindow.GetWindow(type);
//Make sure custom sections are added (because waiting for it to happen automatically is too slow)
FieldInfo refreshField = type.GetField("m_RefreshCustomPreferences", BindingFlags.NonPublic | BindingFlags.Instance);
if ((bool) refreshField.GetValue(window)) {
type.GetMethod("AddCustomSections", BindingFlags.NonPublic | BindingFlags.Instance).Invoke(window, null);
refreshField.SetValue(window, false);
}
//Get sections
FieldInfo sectionsField = type.GetField("m_Sections", BindingFlags.Instance | BindingFlags.NonPublic);
IList sections = sectionsField.GetValue(window) as IList;
//Iterate through sections and check contents
Type sectionType = sectionsField.FieldType.GetGenericArguments() [0];
FieldInfo sectionContentField = sectionType.GetField("content", BindingFlags.Instance | BindingFlags.Public);
for (int i = 0; i < sections.Count; i++) {
GUIContent sectionContent = sectionContentField.GetValue(sections[i]) as GUIContent;
if (sectionContent.text == "Node Editor") {
//Found contents - Set index
FieldInfo sectionIndexField = type.GetField("m_SelectedSectionIndex", BindingFlags.Instance | BindingFlags.NonPublic);
sectionIndexField.SetValue(window, i);
return;
}
}
#endif
} catch (Exception e) {
Debug.LogError(e);
Debug.LogWarning("Unity has changed around internally. Can't open properties through reflection. Please contact xNode developer and supply unity version number.");
}
}
}
}

View File

@ -1,95 +1,107 @@
using UnityEditor;
using UnityEngine;
namespace XNodeEditor {
public static class NodeEditorResources {
// Textures
public static Texture2D dot { get { return _dot != null ? _dot : _dot = Resources.Load<Texture2D>("xnode_dot"); } }
private static Texture2D _dot;
public static Texture2D dotOuter { get { return _dotOuter != null ? _dotOuter : _dotOuter = Resources.Load<Texture2D>("xnode_dot_outer"); } }
private static Texture2D _dotOuter;
public static Texture2D nodeBody { get { return _nodeBody != null ? _nodeBody : _nodeBody = Resources.Load<Texture2D>("xnode_node"); } }
private static Texture2D _nodeBody;
public static Texture2D nodeHighlight { get { return _nodeHighlight != null ? _nodeHighlight : _nodeHighlight = Resources.Load<Texture2D>("xnode_node_highlight"); } }
private static Texture2D _nodeHighlight;
// Styles
public static Styles styles { get { return _styles != null ? _styles : _styles = new Styles(); } }
public static Styles _styles = null;
public static GUIStyle OutputPort { get { return new GUIStyle(EditorStyles.label) { alignment = TextAnchor.UpperRight }; } }
public class Styles {
public GUIStyle inputPort, outputPort, nodeHeader, nodeBody, tooltip, nodeHighlight;
public Styles() {
GUIStyle baseStyle = new GUIStyle("Label");
baseStyle.fixedHeight = 18;
inputPort = new GUIStyle(baseStyle);
inputPort.alignment = TextAnchor.UpperLeft;
inputPort.padding.left = 0;
inputPort.active.background = dot;
inputPort.normal.background = dotOuter;
outputPort = new GUIStyle(baseStyle);
outputPort.alignment = TextAnchor.UpperRight;
outputPort.padding.right = 0;
outputPort.active.background = dot;
outputPort.normal.background = dotOuter;
nodeHeader = new GUIStyle();
nodeHeader.alignment = TextAnchor.MiddleCenter;
nodeHeader.fontStyle = FontStyle.Bold;
nodeHeader.normal.textColor = Color.white;
nodeBody = new GUIStyle();
nodeBody.normal.background = NodeEditorResources.nodeBody;
nodeBody.border = new RectOffset(32, 32, 32, 32);
nodeBody.padding = new RectOffset(16, 16, 4, 16);
nodeHighlight = new GUIStyle();
nodeHighlight.normal.background = NodeEditorResources.nodeHighlight;
nodeHighlight.border = new RectOffset(32, 32, 32, 32);
tooltip = new GUIStyle("helpBox");
tooltip.alignment = TextAnchor.MiddleCenter;
}
}
public static Texture2D GenerateGridTexture(Color line, Color bg) {
Texture2D tex = new Texture2D(64, 64);
Color[] cols = new Color[64 * 64];
for (int y = 0; y < 64; y++) {
for (int x = 0; x < 64; x++) {
Color col = bg;
if (y % 16 == 0 || x % 16 == 0) col = Color.Lerp(line, bg, 0.65f);
if (y == 63 || x == 63) col = Color.Lerp(line, bg, 0.35f);
cols[(y * 64) + x] = col;
}
}
tex.SetPixels(cols);
tex.wrapMode = TextureWrapMode.Repeat;
tex.filterMode = FilterMode.Bilinear;
tex.name = "Grid";
tex.Apply();
return tex;
}
public static Texture2D GenerateCrossTexture(Color line) {
Texture2D tex = new Texture2D(64, 64);
Color[] cols = new Color[64 * 64];
for (int y = 0; y < 64; y++) {
for (int x = 0; x < 64; x++) {
Color col = line;
if (y != 31 && x != 31) col.a = 0;
cols[(y * 64) + x] = col;
}
}
tex.SetPixels(cols);
tex.wrapMode = TextureWrapMode.Clamp;
tex.filterMode = FilterMode.Bilinear;
tex.name = "Grid";
tex.Apply();
return tex;
}
}
}
using UnityEditor;
using UnityEngine;
namespace XNodeEditor {
public static class NodeEditorResources {
// Textures
public static Texture2D dot { get { return _dot != null ? _dot : _dot = Resources.Load<Texture2D>("xnode_dot"); } }
private static Texture2D _dot;
public static Texture2D dotOuter { get { return _dotOuter != null ? _dotOuter : _dotOuter = Resources.Load<Texture2D>("xnode_dot_outer"); } }
private static Texture2D _dotOuter;
public static Texture2D nodeBody { get { return _nodeBody != null ? _nodeBody : _nodeBody = Resources.Load<Texture2D>("xnode_node"); } }
private static Texture2D _nodeBody;
public static Texture2D nodeHighlight { get { return _nodeHighlight != null ? _nodeHighlight : _nodeHighlight = Resources.Load<Texture2D>("xnode_node_highlight"); } }
private static Texture2D _nodeHighlight;
// Styles
public static Styles styles { get { return _styles != null ? _styles : _styles = new Styles(); } }
public static Styles _styles = null;
public static GUIStyle OutputPort { get { return new GUIStyle(EditorStyles.label) { alignment = TextAnchor.UpperRight }; } }
public class Styles {
public GUIStyle inputPort, outputPort, nodeHeader, nodeBody, tooltip, nodeHighlight;
public Styles() {
var baseStyle = new GUIStyle("Label");
baseStyle.fixedHeight = 18;
inputPort = new GUIStyle(baseStyle);
inputPort.alignment = TextAnchor.UpperLeft;
inputPort.padding.left = 0;
inputPort.active.background = dot;
inputPort.normal.background = dotOuter;
outputPort = new GUIStyle(baseStyle);
outputPort.alignment = TextAnchor.UpperRight;
outputPort.padding.right = 0;
outputPort.active.background = dot;
outputPort.normal.background = dotOuter;
nodeHeader = new GUIStyle();
nodeHeader.alignment = TextAnchor.MiddleCenter;
nodeHeader.fontStyle = FontStyle.Bold;
nodeHeader.normal.textColor = Color.white;
nodeBody = new GUIStyle();
nodeBody.normal.background = NodeEditorResources.nodeBody;
nodeBody.border = new RectOffset(32, 32, 32, 32);
nodeBody.padding = new RectOffset(16, 16, 4, 16);
nodeHighlight = new GUIStyle();
nodeHighlight.normal.background = NodeEditorResources.nodeHighlight;
nodeHighlight.border = new RectOffset(32, 32, 32, 32);
tooltip = new GUIStyle("helpBox");
tooltip.alignment = TextAnchor.MiddleCenter;
}
}
public static Texture2D GenerateGridTexture(Color line, Color bg) {
var tex = new Texture2D(64, 64);
var cols = new Color[64 * 64];
for (var y = 0; y < 64; y++) {
for (var x = 0; x < 64; x++) {
var col = bg;
if (y % 16 == 0 || x % 16 == 0)
{
col = Color.Lerp(line, bg, 0.65f);
}
if (y == 63 || x == 63)
{
col = Color.Lerp(line, bg, 0.35f);
}
cols[(y * 64) + x] = col;
}
}
tex.SetPixels(cols);
tex.wrapMode = TextureWrapMode.Repeat;
tex.filterMode = FilterMode.Bilinear;
tex.name = "Grid";
tex.Apply();
return tex;
}
public static Texture2D GenerateCrossTexture(Color line) {
var tex = new Texture2D(64, 64);
var cols = new Color[64 * 64];
for (var y = 0; y < 64; y++) {
for (var x = 0; x < 64; x++) {
var col = line;
if (y != 31 && x != 31)
{
col.a = 0;
}
cols[(y * 64) + x] = col;
}
}
tex.SetPixels(cols);
tex.wrapMode = TextureWrapMode.Clamp;
tex.filterMode = FilterMode.Bilinear;
tex.name = "Grid";
tex.Apply();
return tex;
}
}
}

View File

@ -1,317 +1,372 @@
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Reflection;
using System.Text;
using UnityEditor;
using UnityEngine;
using Object = UnityEngine.Object;
namespace XNodeEditor {
/// <summary> A set of editor-only utilities and extensions for xNode </summary>
public static class NodeEditorUtilities {
/// <summary>C#'s Script Icon [The one MonoBhevaiour Scripts have].</summary>
private static Texture2D scriptIcon = (EditorGUIUtility.IconContent("cs Script Icon").image as Texture2D);
/// Saves Attribute from Type+Field for faster lookup. Resets on recompiles.
private static Dictionary<Type, Dictionary<string, Dictionary<Type, Attribute>>> typeAttributes = new Dictionary<Type, Dictionary<string, Dictionary<Type, Attribute>>>();
/// Saves ordered PropertyAttribute from Type+Field for faster lookup. Resets on recompiles.
private static Dictionary<Type, Dictionary<string, List<PropertyAttribute>>> typeOrderedPropertyAttributes = new Dictionary<Type, Dictionary<string, List<PropertyAttribute>>>();
public static bool GetAttrib<T>(Type classType, out T attribOut) where T : Attribute {
object[] attribs = classType.GetCustomAttributes(typeof(T), false);
return GetAttrib(attribs, out attribOut);
}
public static bool GetAttrib<T>(object[] attribs, out T attribOut) where T : Attribute {
for (int i = 0; i < attribs.Length; i++) {
if (attribs[i] is T) {
attribOut = attribs[i] as T;
return true;
}
}
attribOut = null;
return false;
}
public static bool GetAttrib<T>(Type classType, string fieldName, out T attribOut) where T : Attribute {
// If we can't find field in the first run, it's probably a private field in a base class.
FieldInfo field = classType.GetFieldInfo(fieldName);
// This shouldn't happen. Ever.
if (field == null) {
Debug.LogWarning("Field " + fieldName + " couldnt be found");
attribOut = null;
return false;
}
object[] attribs = field.GetCustomAttributes(typeof(T), true);
return GetAttrib(attribs, out attribOut);
}
public static bool HasAttrib<T>(object[] attribs) where T : Attribute {
for (int i = 0; i < attribs.Length; i++) {
if (attribs[i].GetType() == typeof(T)) {
return true;
}
}
return false;
}
public static bool GetCachedAttrib<T>(Type classType, string fieldName, out T attribOut) where T : Attribute {
Dictionary<string, Dictionary<Type, Attribute>> typeFields;
if (!typeAttributes.TryGetValue(classType, out typeFields)) {
typeFields = new Dictionary<string, Dictionary<Type, Attribute>>();
typeAttributes.Add(classType, typeFields);
}
Dictionary<Type, Attribute> typeTypes;
if (!typeFields.TryGetValue(fieldName, out typeTypes)) {
typeTypes = new Dictionary<Type, Attribute>();
typeFields.Add(fieldName, typeTypes);
}
Attribute attr;
if (!typeTypes.TryGetValue(typeof(T), out attr)) {
if (GetAttrib<T>(classType, fieldName, out attribOut)) {
typeTypes.Add(typeof(T), attribOut);
return true;
} else typeTypes.Add(typeof(T), null);
}
if (attr == null) {
attribOut = null;
return false;
}
attribOut = attr as T;
return true;
}
public static List<PropertyAttribute> GetCachedPropertyAttribs(Type classType, string fieldName) {
Dictionary<string, List<PropertyAttribute>> typeFields;
if (!typeOrderedPropertyAttributes.TryGetValue(classType, out typeFields)) {
typeFields = new Dictionary<string, List<PropertyAttribute>>();
typeOrderedPropertyAttributes.Add(classType, typeFields);
}
List<PropertyAttribute> typeAttributes;
if (!typeFields.TryGetValue(fieldName, out typeAttributes)) {
FieldInfo field = classType.GetFieldInfo(fieldName);
object[] attribs = field.GetCustomAttributes(typeof(PropertyAttribute), true);
typeAttributes = attribs.Cast<PropertyAttribute>().Reverse().ToList(); //Unity draws them in reverse
typeFields.Add(fieldName, typeAttributes);
}
return typeAttributes;
}
public static bool IsMac() {
#if UNITY_2017_1_OR_NEWER
return SystemInfo.operatingSystemFamily == OperatingSystemFamily.MacOSX;
#else
return SystemInfo.operatingSystem.StartsWith("Mac");
#endif
}
/// <summary> Returns true if this can be casted to <see cref="Type"/></summary>
public static bool IsCastableTo(this Type from, Type to) {
if (to.IsAssignableFrom(from)) return true;
var methods = from.GetMethods(BindingFlags.Public | BindingFlags.Static)
.Where(
m => m.ReturnType == to &&
(m.Name == "op_Implicit" ||
m.Name == "op_Explicit")
);
return methods.Count() > 0;
}
/// <summary>
/// Looking for ports with value Type compatible with a given type.
/// </summary>
/// <param name="nodeType">Node to search</param>
/// <param name="compatibleType">Type to find compatiblities</param>
/// <param name="direction"></param>
/// <returns>True if NodeType has some port with value type compatible</returns>
public static bool HasCompatiblePortType(Type nodeType, Type compatibleType, XNode.NodePort.IO direction = XNode.NodePort.IO.Input) {
Type findType = typeof(XNode.Node.InputAttribute);
if (direction == XNode.NodePort.IO.Output)
findType = typeof(XNode.Node.OutputAttribute);
//Get All fields from node type and we go filter only field with portAttribute.
//This way is possible to know the values of the all ports and if have some with compatible value tue
foreach (FieldInfo f in XNode.NodeDataCache.GetNodeFields(nodeType)) {
var portAttribute = f.GetCustomAttributes(findType, false).FirstOrDefault();
if (portAttribute != null) {
if (IsCastableTo(f.FieldType, compatibleType)) {
return true;
}
}
}
return false;
}
/// <summary>
/// Filter only node types that contains some port value type compatible with an given type
/// </summary>
/// <param name="nodeTypes">List with all nodes type to filter</param>
/// <param name="compatibleType">Compatible Type to Filter</param>
/// <returns>Return Only Node Types with ports compatible, or an empty list</returns>
public static List<Type> GetCompatibleNodesTypes(Type[] nodeTypes, Type compatibleType, XNode.NodePort.IO direction = XNode.NodePort.IO.Input) {
//Result List
List<Type> filteredTypes = new List<Type>();
//Return empty list
if (nodeTypes == null) { return filteredTypes; }
if (compatibleType == null) { return filteredTypes; }
//Find compatiblity
foreach (Type findType in nodeTypes) {
if (HasCompatiblePortType(findType, compatibleType, direction)) {
filteredTypes.Add(findType);
}
}
return filteredTypes;
}
/// <summary> Return a prettiefied type name. </summary>
public static string PrettyName(this Type type) {
if (type == null) return "null";
if (type == typeof(System.Object)) return "object";
if (type == typeof(float)) return "float";
else if (type == typeof(int)) return "int";
else if (type == typeof(long)) return "long";
else if (type == typeof(double)) return "double";
else if (type == typeof(string)) return "string";
else if (type == typeof(bool)) return "bool";
else if (type.IsGenericType) {
string s = "";
Type genericType = type.GetGenericTypeDefinition();
if (genericType == typeof(List<>)) s = "List";
else s = type.GetGenericTypeDefinition().ToString();
Type[] types = type.GetGenericArguments();
string[] stypes = new string[types.Length];
for (int i = 0; i < types.Length; i++) {
stypes[i] = types[i].PrettyName();
}
return s + "<" + string.Join(", ", stypes) + ">";
} else if (type.IsArray) {
string rank = "";
for (int i = 1; i < type.GetArrayRank(); i++) {
rank += ",";
}
Type elementType = type.GetElementType();
if (!elementType.IsArray) return elementType.PrettyName() + "[" + rank + "]";
else {
string s = elementType.PrettyName();
int i = s.IndexOf('[');
return s.Substring(0, i) + "[" + rank + "]" + s.Substring(i);
}
} else return type.ToString();
}
/// <summary> Returns the default name for the node type. </summary>
public static string NodeDefaultName(Type type) {
string typeName = type.Name;
// Automatically remove redundant 'Node' postfix
if (typeName.EndsWith("Node")) typeName = typeName.Substring(0, typeName.LastIndexOf("Node"));
typeName = UnityEditor.ObjectNames.NicifyVariableName(typeName);
return typeName;
}
/// <summary> Returns the default creation path for the node type. </summary>
public static string NodeDefaultPath(Type type) {
string typePath = type.ToString().Replace('.', '/');
// Automatically remove redundant 'Node' postfix
if (typePath.EndsWith("Node")) typePath = typePath.Substring(0, typePath.LastIndexOf("Node"));
typePath = UnityEditor.ObjectNames.NicifyVariableName(typePath);
return typePath;
}
/// <summary>Creates a new C# Class.</summary>
[MenuItem("Assets/Create/xNode/Node C# Script", false, 89)]
private static void CreateNode() {
string[] guids = AssetDatabase.FindAssets("xNode_NodeTemplate.cs");
if (guids.Length == 0) {
Debug.LogWarning("xNode_NodeTemplate.cs.txt not found in asset database");
return;
}
string path = AssetDatabase.GUIDToAssetPath(guids[0]);
CreateFromTemplate(
"NewNode.cs",
path
);
}
/// <summary>Creates a new C# Class.</summary>
[MenuItem("Assets/Create/xNode/NodeGraph C# Script", false, 89)]
private static void CreateGraph() {
string[] guids = AssetDatabase.FindAssets("xNode_NodeGraphTemplate.cs");
if (guids.Length == 0) {
Debug.LogWarning("xNode_NodeGraphTemplate.cs.txt not found in asset database");
return;
}
string path = AssetDatabase.GUIDToAssetPath(guids[0]);
CreateFromTemplate(
"NewNodeGraph.cs",
path
);
}
public static void CreateFromTemplate(string initialName, string templatePath) {
ProjectWindowUtil.StartNameEditingIfProjectWindowExists(
0,
ScriptableObject.CreateInstance<DoCreateCodeFile>(),
initialName,
scriptIcon,
templatePath
);
}
/// Inherits from EndNameAction, must override EndNameAction.Action
public class DoCreateCodeFile : UnityEditor.ProjectWindowCallback.EndNameEditAction {
public override void Action(int instanceId, string pathName, string resourceFile) {
Object o = CreateScript(pathName, resourceFile);
ProjectWindowUtil.ShowCreatedAsset(o);
}
}
/// <summary>Creates Script from Template's path.</summary>
internal static UnityEngine.Object CreateScript(string pathName, string templatePath) {
string className = Path.GetFileNameWithoutExtension(pathName).Replace(" ", string.Empty);
string templateText = string.Empty;
UTF8Encoding encoding = new UTF8Encoding(true, false);
if (File.Exists(templatePath)) {
/// Read procedures.
StreamReader reader = new StreamReader(templatePath);
templateText = reader.ReadToEnd();
reader.Close();
templateText = templateText.Replace("#SCRIPTNAME#", className);
templateText = templateText.Replace("#NOTRIM#", string.Empty);
/// You can replace as many tags you make on your templates, just repeat Replace function
/// e.g.:
/// templateText = templateText.Replace("#NEWTAG#", "MyText");
/// Write procedures.
StreamWriter writer = new StreamWriter(Path.GetFullPath(pathName), false, encoding);
writer.Write(templateText);
writer.Close();
AssetDatabase.ImportAsset(pathName);
return AssetDatabase.LoadAssetAtPath(pathName, typeof(Object));
} else {
Debug.LogError(string.Format("The template file was not found: {0}", templatePath));
return null;
}
}
}
}
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Reflection;
using System.Text;
using UnityEditor;
using UnityEngine;
using Object = UnityEngine.Object;
namespace XNodeEditor {
/// <summary> A set of editor-only utilities and extensions for xNode </summary>
public static class NodeEditorUtilities {
/// <summary>C#'s Script Icon [The one MonoBhevaiour Scripts have].</summary>
private static Texture2D scriptIcon = (EditorGUIUtility.IconContent("cs Script Icon").image as Texture2D);
/// Saves Attribute from Type+Field for faster lookup. Resets on recompiles.
private static Dictionary<Type, Dictionary<string, Dictionary<Type, Attribute>>> typeAttributes = new Dictionary<Type, Dictionary<string, Dictionary<Type, Attribute>>>();
/// Saves ordered PropertyAttribute from Type+Field for faster lookup. Resets on recompiles.
private static Dictionary<Type, Dictionary<string, List<PropertyAttribute>>> typeOrderedPropertyAttributes = new Dictionary<Type, Dictionary<string, List<PropertyAttribute>>>();
public static bool GetAttrib<T>(Type classType, out T attribOut) where T : Attribute {
var attribs = classType.GetCustomAttributes(typeof(T), false);
return GetAttrib(attribs, out attribOut);
}
public static bool GetAttrib<T>(object[] attribs, out T attribOut) where T : Attribute {
for (var i = 0; i < attribs.Length; i++) {
if (attribs[i] is T) {
attribOut = attribs[i] as T;
return true;
}
}
attribOut = null;
return false;
}
public static bool GetAttrib<T>(Type classType, string fieldName, out T attribOut) where T : Attribute {
// If we can't find field in the first run, it's probably a private field in a base class.
var field = classType.GetFieldInfo(fieldName);
// This shouldn't happen. Ever.
if (field == null) {
Debug.LogWarning("Field " + fieldName + " couldnt be found");
attribOut = null;
return false;
}
var attribs = field.GetCustomAttributes(typeof(T), true);
return GetAttrib(attribs, out attribOut);
}
public static bool HasAttrib<T>(object[] attribs) where T : Attribute {
for (var i = 0; i < attribs.Length; i++) {
if (attribs[i].GetType() == typeof(T)) {
return true;
}
}
return false;
}
public static bool GetCachedAttrib<T>(Type classType, string fieldName, out T attribOut) where T : Attribute {
Dictionary<string, Dictionary<Type, Attribute>> typeFields;
if (!typeAttributes.TryGetValue(classType, out typeFields)) {
typeFields = new Dictionary<string, Dictionary<Type, Attribute>>();
typeAttributes.Add(classType, typeFields);
}
Dictionary<Type, Attribute> typeTypes;
if (!typeFields.TryGetValue(fieldName, out typeTypes)) {
typeTypes = new Dictionary<Type, Attribute>();
typeFields.Add(fieldName, typeTypes);
}
Attribute attr;
if (!typeTypes.TryGetValue(typeof(T), out attr)) {
if (GetAttrib<T>(classType, fieldName, out attribOut)) {
typeTypes.Add(typeof(T), attribOut);
return true;
} else
{
typeTypes.Add(typeof(T), null);
}
}
if (attr == null) {
attribOut = null;
return false;
}
attribOut = attr as T;
return true;
}
public static List<PropertyAttribute> GetCachedPropertyAttribs(Type classType, string fieldName) {
Dictionary<string, List<PropertyAttribute>> typeFields;
if (!typeOrderedPropertyAttributes.TryGetValue(classType, out typeFields)) {
typeFields = new Dictionary<string, List<PropertyAttribute>>();
typeOrderedPropertyAttributes.Add(classType, typeFields);
}
List<PropertyAttribute> typeAttributes;
if (!typeFields.TryGetValue(fieldName, out typeAttributes)) {
var field = classType.GetFieldInfo(fieldName);
var attribs = field.GetCustomAttributes(typeof(PropertyAttribute), true);
typeAttributes = attribs.Cast<PropertyAttribute>().Reverse().ToList(); //Unity draws them in reverse
typeFields.Add(fieldName, typeAttributes);
}
return typeAttributes;
}
public static bool IsMac() {
#if UNITY_2017_1_OR_NEWER
return SystemInfo.operatingSystemFamily == OperatingSystemFamily.MacOSX;
#else
return SystemInfo.operatingSystem.StartsWith("Mac");
#endif
}
/// <summary> Returns true if this can be casted to <see cref="Type"/></summary>
public static bool IsCastableTo(this Type from, Type to) {
if (to.IsAssignableFrom(from))
{
return true;
}
var methods = from.GetMethods(BindingFlags.Public | BindingFlags.Static)
.Where(
m => m.ReturnType == to &&
(m.Name == "op_Implicit" ||
m.Name == "op_Explicit")
);
return methods.Count() > 0;
}
/// <summary>
/// Looking for ports with value Type compatible with a given type.
/// </summary>
/// <param name="nodeType">Node to search</param>
/// <param name="compatibleType">Type to find compatiblities</param>
/// <param name="direction"></param>
/// <returns>True if NodeType has some port with value type compatible</returns>
public static bool HasCompatiblePortType(Type nodeType, Type compatibleType, XNode.NodePort.IO direction = XNode.NodePort.IO.Input) {
var findType = typeof(XNode.Node.InputAttribute);
if (direction == XNode.NodePort.IO.Output)
{
findType = typeof(XNode.Node.OutputAttribute);
}
//Get All fields from node type and we go filter only field with portAttribute.
//This way is possible to know the values of the all ports and if have some with compatible value tue
foreach (var f in XNode.NodeDataCache.GetNodeFields(nodeType)) {
var portAttribute = f.GetCustomAttributes(findType, false).FirstOrDefault();
if (portAttribute != null) {
if (IsCastableTo(f.FieldType, compatibleType)) {
return true;
}
}
}
return false;
}
/// <summary>
/// Filter only node types that contains some port value type compatible with an given type
/// </summary>
/// <param name="nodeTypes">List with all nodes type to filter</param>
/// <param name="compatibleType">Compatible Type to Filter</param>
/// <returns>Return Only Node Types with ports compatible, or an empty list</returns>
public static List<Type> GetCompatibleNodesTypes(Type[] nodeTypes, Type compatibleType, XNode.NodePort.IO direction = XNode.NodePort.IO.Input) {
//Result List
var filteredTypes = new List<Type>();
//Return empty list
if (nodeTypes == null) { return filteredTypes; }
if (compatibleType == null) { return filteredTypes; }
//Find compatiblity
foreach (var findType in nodeTypes) {
if (HasCompatiblePortType(findType, compatibleType, direction)) {
filteredTypes.Add(findType);
}
}
return filteredTypes;
}
/// <summary> Return a prettiefied type name. </summary>
public static string PrettyName(this Type type) {
if (type == null)
{
return "null";
}
if (type == typeof(System.Object))
{
return "object";
}
if (type == typeof(float))
{
return "float";
}
else if (type == typeof(int))
{
return "int";
}
else if (type == typeof(long))
{
return "long";
}
else if (type == typeof(double))
{
return "double";
}
else if (type == typeof(string))
{
return "string";
}
else if (type == typeof(bool))
{
return "bool";
}
else if (type.IsGenericType) {
var s = "";
var genericType = type.GetGenericTypeDefinition();
if (genericType == typeof(List<>))
{
s = "List";
}
else
{
s = type.GetGenericTypeDefinition().ToString();
}
var types = type.GetGenericArguments();
var stypes = new string[types.Length];
for (var i = 0; i < types.Length; i++) {
stypes[i] = types[i].PrettyName();
}
return s + "<" + string.Join(", ", stypes) + ">";
} else if (type.IsArray) {
var rank = "";
for (var i = 1; i < type.GetArrayRank(); i++) {
rank += ",";
}
var elementType = type.GetElementType();
if (!elementType.IsArray)
{
return elementType.PrettyName() + "[" + rank + "]";
}
else {
string s = elementType.PrettyName();
var i = s.IndexOf('[');
return s.Substring(0, i) + "[" + rank + "]" + s.Substring(i);
}
} else
{
return type.ToString();
}
}
/// <summary> Returns the default name for the node type. </summary>
public static string NodeDefaultName(Type type) {
var typeName = type.Name;
// Automatically remove redundant 'Node' postfix
if (typeName.EndsWith("Node"))
{
typeName = typeName.Substring(0, typeName.LastIndexOf("Node"));
}
typeName = UnityEditor.ObjectNames.NicifyVariableName(typeName);
return typeName;
}
/// <summary> Returns the default creation path for the node type. </summary>
public static string NodeDefaultPath(Type type) {
var typePath = type.ToString().Replace('.', '/');
// Automatically remove redundant 'Node' postfix
if (typePath.EndsWith("Node"))
{
typePath = typePath.Substring(0, typePath.LastIndexOf("Node"));
}
typePath = UnityEditor.ObjectNames.NicifyVariableName(typePath);
return typePath;
}
/// <summary>Creates a new C# Class.</summary>
[MenuItem("Assets/Create/xNode/Node C# Script", false, 89)]
private static void CreateNode() {
var guids = AssetDatabase.FindAssets("xNode_NodeTemplate.cs");
if (guids.Length == 0) {
Debug.LogWarning("xNode_NodeTemplate.cs.txt not found in asset database");
return;
}
var path = AssetDatabase.GUIDToAssetPath(guids[0]);
CreateFromTemplate(
"NewNode.cs",
path
);
}
/// <summary>Creates a new C# Class.</summary>
[MenuItem("Assets/Create/xNode/NodeGraph C# Script", false, 89)]
private static void CreateGraph() {
var guids = AssetDatabase.FindAssets("xNode_NodeGraphTemplate.cs");
if (guids.Length == 0) {
Debug.LogWarning("xNode_NodeGraphTemplate.cs.txt not found in asset database");
return;
}
var path = AssetDatabase.GUIDToAssetPath(guids[0]);
CreateFromTemplate(
"NewNodeGraph.cs",
path
);
}
public static void CreateFromTemplate(string initialName, string templatePath) {
ProjectWindowUtil.StartNameEditingIfProjectWindowExists(
0,
ScriptableObject.CreateInstance<DoCreateCodeFile>(),
initialName,
scriptIcon,
templatePath
);
}
/// Inherits from EndNameAction, must override EndNameAction.Action
public class DoCreateCodeFile : UnityEditor.ProjectWindowCallback.EndNameEditAction {
public override void Action(int instanceId, string pathName, string resourceFile) {
var o = CreateScript(pathName, resourceFile);
ProjectWindowUtil.ShowCreatedAsset(o);
}
}
/// <summary>Creates Script from Template's path.</summary>
internal static UnityEngine.Object CreateScript(string pathName, string templatePath) {
var className = Path.GetFileNameWithoutExtension(pathName).Replace(" ", string.Empty);
var templateText = string.Empty;
var encoding = new UTF8Encoding(true, false);
if (File.Exists(templatePath)) {
/// Read procedures.
var reader = new StreamReader(templatePath);
templateText = reader.ReadToEnd();
reader.Close();
templateText = templateText.Replace("#SCRIPTNAME#", className);
templateText = templateText.Replace("#NOTRIM#", string.Empty);
/// You can replace as many tags you make on your templates, just repeat Replace function
/// e.g.:
/// templateText = templateText.Replace("#NEWTAG#", "MyText");
/// Write procedures.
var writer = new StreamWriter(Path.GetFullPath(pathName), false, encoding);
writer.Write(templateText);
writer.Close();
AssetDatabase.ImportAsset(pathName);
return AssetDatabase.LoadAssetAtPath(pathName, typeof(Object));
} else {
Debug.LogError(string.Format("The template file was not found: {0}", templatePath));
return null;
}
}
}
}

View File

@ -1,216 +1,253 @@
using System.Collections.Generic;
using UnityEditor;
using UnityEditor.Callbacks;
using UnityEngine;
using System;
using Object = UnityEngine.Object;
namespace XNodeEditor {
[InitializeOnLoad]
public partial class NodeEditorWindow : EditorWindow {
public static NodeEditorWindow current;
/// <summary> Stores node positions for all nodePorts. </summary>
public Dictionary<XNode.NodePort, Rect> portConnectionPoints { get { return _portConnectionPoints; } }
private Dictionary<XNode.NodePort, Rect> _portConnectionPoints = new Dictionary<XNode.NodePort, Rect>();
[SerializeField] private NodePortReference[] _references = new NodePortReference[0];
[SerializeField] private Rect[] _rects = new Rect[0];
private Func<bool> isDocked {
get {
if (_isDocked == null) _isDocked = this.GetIsDockedDelegate();
return _isDocked;
}
}
private Func<bool> _isDocked;
[System.Serializable] private class NodePortReference {
[SerializeField] private XNode.Node _node;
[SerializeField] private string _name;
public NodePortReference(XNode.NodePort nodePort) {
_node = nodePort.node;
_name = nodePort.fieldName;
}
public XNode.NodePort GetNodePort() {
if (_node == null) {
return null;
}
return _node.GetPort(_name);
}
}
private void OnDisable() {
// Cache portConnectionPoints before serialization starts
int count = portConnectionPoints.Count;
_references = new NodePortReference[count];
_rects = new Rect[count];
int index = 0;
foreach (var portConnectionPoint in portConnectionPoints) {
_references[index] = new NodePortReference(portConnectionPoint.Key);
_rects[index] = portConnectionPoint.Value;
index++;
}
}
private void OnEnable() {
// Reload portConnectionPoints if there are any
int length = _references.Length;
if (length == _rects.Length) {
for (int i = 0; i < length; i++) {
XNode.NodePort nodePort = _references[i].GetNodePort();
if (nodePort != null)
_portConnectionPoints.Add(nodePort, _rects[i]);
}
}
}
public Dictionary<XNode.Node, Vector2> nodeSizes { get { return _nodeSizes; } }
private Dictionary<XNode.Node, Vector2> _nodeSizes = new Dictionary<XNode.Node, Vector2>();
public XNode.NodeGraph graph;
public Vector2 panOffset { get { return _panOffset; } set { _panOffset = value; Repaint(); } }
private Vector2 _panOffset;
public float zoom { get { return _zoom; } set { _zoom = Mathf.Clamp(value, NodeEditorPreferences.GetSettings().minZoom, NodeEditorPreferences.GetSettings().maxZoom); Repaint(); } }
private float _zoom = 1;
void OnFocus() {
current = this;
ValidateGraphEditor();
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]
private static void OnLoad() {
Selection.selectionChanged -= OnSelectionChanged;
Selection.selectionChanged += OnSelectionChanged;
}
/// <summary> Handle Selection Change events</summary>
private static void OnSelectionChanged() {
XNode.NodeGraph nodeGraph = Selection.activeObject as XNode.NodeGraph;
if (nodeGraph && !AssetDatabase.Contains(nodeGraph)) {
if (NodeEditorPreferences.GetSettings().openOnCreate) Open(nodeGraph);
}
}
/// <summary> Make sure the graph editor is assigned and to the right object </summary>
private void ValidateGraphEditor() {
NodeGraphEditor graphEditor = NodeGraphEditor.GetEditor(graph, this);
if (this.graphEditor != graphEditor && graphEditor != null) {
this.graphEditor = graphEditor;
graphEditor.OnOpen();
}
}
/// <summary> Create editor window </summary>
public static NodeEditorWindow Init() {
NodeEditorWindow w = CreateInstance<NodeEditorWindow>();
w.titleContent = new GUIContent("xNode");
w.wantsMouseMove = true;
w.Show();
return w;
}
public void Save() {
if (AssetDatabase.Contains(graph)) {
EditorUtility.SetDirty(graph);
if (NodeEditorPreferences.GetSettings().autoSave) AssetDatabase.SaveAssets();
} else SaveAs();
}
public void SaveAs() {
string path = EditorUtility.SaveFilePanelInProject("Save NodeGraph", "NewNodeGraph", "asset", "");
if (string.IsNullOrEmpty(path)) return;
else {
XNode.NodeGraph existingGraph = AssetDatabase.LoadAssetAtPath<XNode.NodeGraph>(path);
if (existingGraph != null) AssetDatabase.DeleteAsset(path);
AssetDatabase.CreateAsset(graph, path);
EditorUtility.SetDirty(graph);
if (NodeEditorPreferences.GetSettings().autoSave) AssetDatabase.SaveAssets();
}
}
private void DraggableWindow(int windowID) {
GUI.DragWindow();
}
public Vector2 WindowToGridPosition(Vector2 windowPosition) {
return (windowPosition - (position.size * 0.5f) - (panOffset / zoom)) * zoom;
}
public Vector2 GridToWindowPosition(Vector2 gridPosition) {
return (position.size * 0.5f) + (panOffset / zoom) + (gridPosition / zoom);
}
public Rect GridToWindowRectNoClipped(Rect gridRect) {
gridRect.position = GridToWindowPositionNoClipped(gridRect.position);
return gridRect;
}
public Rect GridToWindowRect(Rect gridRect) {
gridRect.position = GridToWindowPosition(gridRect.position);
gridRect.size /= zoom;
return gridRect;
}
public Vector2 GridToWindowPositionNoClipped(Vector2 gridPosition) {
Vector2 center = position.size * 0.5f;
// UI Sharpness complete fix - Round final offset not panOffset
float xOffset = Mathf.Round(center.x * zoom + (panOffset.x + gridPosition.x));
float yOffset = Mathf.Round(center.y * zoom + (panOffset.y + gridPosition.y));
return new Vector2(xOffset, yOffset);
}
public void SelectNode(XNode.Node node, bool add) {
if (add) {
List<Object> selection = new List<Object>(Selection.objects);
selection.Add(node);
Selection.objects = selection.ToArray();
} else Selection.objects = new Object[] { node };
}
public void DeselectNode(XNode.Node node) {
List<Object> selection = new List<Object>(Selection.objects);
selection.Remove(node);
Selection.objects = selection.ToArray();
}
[OnOpenAsset(0)]
public static bool OnOpen(int instanceID, int line) {
XNode.NodeGraph nodeGraph = EditorUtility.InstanceIDToObject(instanceID) as XNode.NodeGraph;
if (nodeGraph != null) {
Open(nodeGraph);
return true;
}
return false;
}
/// <summary>Open the provided graph in the NodeEditor</summary>
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;
}
/// <summary> Repaint all open NodeEditorWindows. </summary>
public static void RepaintAll() {
NodeEditorWindow[] windows = Resources.FindObjectsOfTypeAll<NodeEditorWindow>();
for (int i = 0; i < windows.Length; i++) {
windows[i].Repaint();
}
}
}
}
using System.Collections.Generic;
using UnityEditor;
using UnityEditor.Callbacks;
using UnityEngine;
using System;
using Object = UnityEngine.Object;
namespace XNodeEditor {
[InitializeOnLoad]
public partial class NodeEditorWindow : EditorWindow {
public static NodeEditorWindow current;
/// <summary> Stores node positions for all nodePorts. </summary>
public Dictionary<XNode.NodePort, Rect> portConnectionPoints { get { return _portConnectionPoints; } }
private Dictionary<XNode.NodePort, Rect> _portConnectionPoints = new Dictionary<XNode.NodePort, Rect>();
[SerializeField] private NodePortReference[] _references = new NodePortReference[0];
[SerializeField] private Rect[] _rects = new Rect[0];
private Func<bool> isDocked {
get {
if (_isDocked == null)
{
_isDocked = this.GetIsDockedDelegate();
}
return _isDocked;
}
}
private Func<bool> _isDocked;
[System.Serializable] private class NodePortReference {
[SerializeField] private XNode.Node _node;
[SerializeField] private string _name;
public NodePortReference(XNode.NodePort nodePort) {
_node = nodePort.node;
_name = nodePort.fieldName;
}
public XNode.NodePort GetNodePort() {
if (_node == null) {
return null;
}
return _node.GetPort(_name);
}
}
private void OnDisable() {
// Cache portConnectionPoints before serialization starts
var count = portConnectionPoints.Count;
_references = new NodePortReference[count];
_rects = new Rect[count];
var index = 0;
foreach (var portConnectionPoint in portConnectionPoints) {
_references[index] = new NodePortReference(portConnectionPoint.Key);
_rects[index] = portConnectionPoint.Value;
index++;
}
}
private void OnEnable() {
// Reload portConnectionPoints if there are any
var length = _references.Length;
if (length == _rects.Length) {
for (var i = 0; i < length; i++) {
var nodePort = _references[i].GetNodePort();
if (nodePort != null)
{
_portConnectionPoints.Add(nodePort, _rects[i]);
}
}
}
}
public Dictionary<XNode.Node, Vector2> nodeSizes { get { return _nodeSizes; } }
private Dictionary<XNode.Node, Vector2> _nodeSizes = new Dictionary<XNode.Node, Vector2>();
public XNode.NodeGraph graph;
public Vector2 panOffset { get { return _panOffset; } set { _panOffset = value; Repaint(); } }
private Vector2 _panOffset;
public float zoom { get { return _zoom; } set { _zoom = Mathf.Clamp(value, NodeEditorPreferences.GetSettings().minZoom, NodeEditorPreferences.GetSettings().maxZoom); Repaint(); } }
private float _zoom = 1;
private void OnFocus() {
current = this;
ValidateGraphEditor();
if (graphEditor != null) {
graphEditor.OnWindowFocus();
if (NodeEditorPreferences.GetSettings().autoSave)
{
AssetDatabase.SaveAssets();
}
}
dragThreshold = Math.Max(1f, Screen.width / 1000f);
}
private void OnLostFocus() {
if (graphEditor != null)
{
graphEditor.OnWindowFocusLost();
}
}
[InitializeOnLoadMethod]
private static void OnLoad() {
Selection.selectionChanged -= OnSelectionChanged;
Selection.selectionChanged += OnSelectionChanged;
}
/// <summary> Handle Selection Change events</summary>
private static void OnSelectionChanged() {
var nodeGraph = Selection.activeObject as XNode.NodeGraph;
if (nodeGraph && !AssetDatabase.Contains(nodeGraph)) {
if (NodeEditorPreferences.GetSettings().openOnCreate)
{
Open(nodeGraph);
}
}
}
/// <summary> Make sure the graph editor is assigned and to the right object </summary>
private void ValidateGraphEditor() {
var graphEditor = NodeGraphEditor.GetEditor(graph, this);
if (this.graphEditor != graphEditor && graphEditor != null) {
this.graphEditor = graphEditor;
graphEditor.OnOpen();
}
}
/// <summary> Create editor window </summary>
public static NodeEditorWindow Init() {
var w = CreateInstance<NodeEditorWindow>();
w.titleContent = new GUIContent("xNode");
w.wantsMouseMove = true;
w.Show();
return w;
}
public void Save() {
if (AssetDatabase.Contains(graph)) {
EditorUtility.SetDirty(graph);
if (NodeEditorPreferences.GetSettings().autoSave)
{
AssetDatabase.SaveAssets();
}
} else
{
SaveAs();
}
}
public void SaveAs() {
var path = EditorUtility.SaveFilePanelInProject("Save NodeGraph", "NewNodeGraph", "asset", "");
if (string.IsNullOrEmpty(path))
{
return;
}
else {
var existingGraph = AssetDatabase.LoadAssetAtPath<XNode.NodeGraph>(path);
if (existingGraph != null)
{
AssetDatabase.DeleteAsset(path);
}
AssetDatabase.CreateAsset(graph, path);
EditorUtility.SetDirty(graph);
if (NodeEditorPreferences.GetSettings().autoSave)
{
AssetDatabase.SaveAssets();
}
}
}
private void DraggableWindow(int windowID) {
GUI.DragWindow();
}
public Vector2 WindowToGridPosition(Vector2 windowPosition) {
return (windowPosition - (position.size * 0.5f) - (panOffset / zoom)) * zoom;
}
public Vector2 GridToWindowPosition(Vector2 gridPosition) {
return (position.size * 0.5f) + (panOffset / zoom) + (gridPosition / zoom);
}
public Rect GridToWindowRectNoClipped(Rect gridRect) {
gridRect.position = GridToWindowPositionNoClipped(gridRect.position);
return gridRect;
}
public Rect GridToWindowRect(Rect gridRect) {
gridRect.position = GridToWindowPosition(gridRect.position);
gridRect.size /= zoom;
return gridRect;
}
public Vector2 GridToWindowPositionNoClipped(Vector2 gridPosition) {
var center = position.size * 0.5f;
// UI Sharpness complete fix - Round final offset not panOffset
var xOffset = Mathf.Round(center.x * zoom + (panOffset.x + gridPosition.x));
var yOffset = Mathf.Round(center.y * zoom + (panOffset.y + gridPosition.y));
return new Vector2(xOffset, yOffset);
}
public void SelectNode(XNode.Node node, bool add) {
if (add) {
var selection = new List<Object>(Selection.objects);
selection.Add(node);
Selection.objects = selection.ToArray();
} else
{
Selection.objects = new Object[] { node };
}
}
public void DeselectNode(XNode.Node node) {
var selection = new List<Object>(Selection.objects);
selection.Remove(node);
Selection.objects = selection.ToArray();
}
[OnOpenAsset(0)]
public static bool OnOpen(int instanceID, int line) {
var nodeGraph = EditorUtility.InstanceIDToObject(instanceID) as XNode.NodeGraph;
if (nodeGraph != null) {
Open(nodeGraph);
return true;
}
return false;
}
/// <summary>Open the provided graph in the NodeEditor</summary>
public static NodeEditorWindow Open(XNode.NodeGraph graph) {
if (!graph)
{
return null;
}
var w = GetWindow(typeof(NodeEditorWindow), false, "xNode", true) as NodeEditorWindow;
w.wantsMouseMove = true;
w.graph = graph;
return w;
}
/// <summary> Repaint all open NodeEditorWindows. </summary>
public static void RepaintAll() {
var windows = Resources.FindObjectsOfTypeAll<NodeEditorWindow>();
for (var i = 0; i < windows.Length; i++) {
windows[i].Repaint();
}
}
}
}

View File

@ -44,9 +44,13 @@ namespace XNodeEditor {
//Check if type has the CreateNodeMenuAttribute
XNode.Node.CreateNodeMenuAttribute attrib;
if (NodeEditorUtilities.GetAttrib(type, out attrib)) // Return custom path
{
return attrib.menuName;
}
else // Return generated path
{
return NodeEditorUtilities.NodeDefaultPath(type);
}
}
/// <summary> The order by which the menu items are displayed. </summary>
@ -54,9 +58,13 @@ namespace XNodeEditor {
//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;
}
}
/// <summary>
@ -74,7 +82,7 @@ namespace XNodeEditor {
/// <param name="compatibleType">Use it to filter only nodes with ports value type, compatible with this type</param>
/// <param name="direction">Direction of the compatiblity</param>
public virtual void AddContextMenuItems(GenericMenu menu, Type compatibleType = null, XNode.NodePort.IO direction = XNode.NodePort.IO.Input) {
Vector2 pos = NodeEditorWindow.current.WindowToGridPosition(Event.current.mousePosition);
var pos = NodeEditorWindow.current.WindowToGridPosition(Event.current.mousePosition);
Type[] nodeTypes;
@ -84,31 +92,53 @@ namespace XNodeEditor {
nodeTypes = NodeEditorReflection.nodeTypes.OrderBy(GetNodeMenuOrder).ToArray();
}
for (int i = 0; i < nodeTypes.Length; i++) {
Type type = nodeTypes[i];
for (var i = 0; i < nodeTypes.Length; i++) {
var type = nodeTypes[i];
//Get node context menu path
string path = GetNodeMenuName(type);
if (string.IsNullOrEmpty(path)) continue;
var path = GetNodeMenuName(type);
if (string.IsNullOrEmpty(path))
{
continue;
}
// Check if user is allowed to add more of given node type
XNode.Node.DisallowMultipleNodesAttribute disallowAttrib;
bool disallowed = false;
var disallowed = false;
if (NodeEditorUtilities.GetAttrib(type, out disallowAttrib)) {
int typeCount = target.nodes.Count(x => x.GetType() == type);
if (typeCount >= disallowAttrib.max) disallowed = true;
var 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);
if (node != null) NodeEditorWindow.current.AutoConnect(node); // handle null nodes to avoid nullref exceptions
});
if (disallowed)
{
menu.AddItem(new GUIContent(path), false, null);
}
else
{
menu.AddItem(new GUIContent(path), false, () => {
var node = CreateNode(type, pos);
if (node != null)
{
NodeEditorWindow.current.AutoConnect(node); // handle null nodes to avoid nullref exceptions
}
});
}
}
menu.AddSeparator("");
if (NodeEditorWindow.copyBuffer != null && NodeEditorWindow.copyBuffer.Length > 0) menu.AddItem(new GUIContent("Paste"), false, () => NodeEditorWindow.current.PasteNodes(pos));
else menu.AddDisabledItem(new GUIContent("Paste"));
if (NodeEditorWindow.copyBuffer != null && NodeEditorWindow.copyBuffer.Length > 0)
{
menu.AddItem(new GUIContent("Paste"), false, () => NodeEditorWindow.current.PasteNodes(pos));
}
else
{
menu.AddDisabledItem(new GUIContent("Paste"));
}
menu.AddItem(new GUIContent("Preferences"), false, () => NodeEditorReflection.OpenPreferences());
menu.AddCustomContextMenuItems(target);
}
@ -117,11 +147,11 @@ namespace XNodeEditor {
/// <param name="output"> The output this noodle comes from. Never null. </param>
/// <param name="input"> The output this noodle comes from. Can be null if we are dragging the noodle. </param>
public virtual Gradient GetNoodleGradient(XNode.NodePort output, XNode.NodePort input) {
Gradient grad = new Gradient();
var grad = new Gradient();
// If dragging the noodle, draw solid, slightly transparent
if (input == null) {
Color a = GetTypeColor(output.ValueType);
var a = GetTypeColor(output.ValueType);
grad.SetKeys(
new GradientColorKey[] { new GradientColorKey(a, 0f) },
new GradientAlphaKey[] { new GradientAlphaKey(0.6f, 0f) }
@ -129,8 +159,8 @@ namespace XNodeEditor {
}
// If normal, draw gradient fading from one input color to the other
else {
Color a = GetTypeColor(output.ValueType);
Color b = GetTypeColor(input.ValueType);
var a = GetTypeColor(output.ValueType);
var b = GetTypeColor(input.ValueType);
// If any port is hovered, tint white
if (window.hoveredPort == output || window.hoveredPort == input) {
a = Color.Lerp(a, Color.white, 0.8f);
@ -176,7 +206,9 @@ namespace XNodeEditor {
/// <returns></returns>
public virtual GUIStyle GetPortStyle(XNode.NodePort port) {
if (port.direction == XNode.NodePort.IO.Input)
{
return NodeEditorResources.styles.inputPort;
}
return NodeEditorResources.styles.outputPort;
}
@ -194,11 +226,11 @@ namespace XNodeEditor {
/// <summary> Override to display custom tooltips </summary>
public virtual string GetPortTooltip(XNode.NodePort port) {
Type portType = port.ValueType;
string tooltip = "";
var portType = port.ValueType;
var tooltip = "";
tooltip = portType.PrettyName();
if (port.IsOutput) {
object obj = port.node.GetValue(port);
var obj = port.node.GetValue(port);
tooltip += " = " + (obj != null ? obj.ToString() : "null");
}
return tooltip;
@ -206,19 +238,38 @@ namespace XNodeEditor {
/// <summary> Deal with objects dropped into the graph through DragAndDrop </summary>
public virtual void OnDropObjects(UnityEngine.Object[] objects) {
if (GetType() != typeof(NodeGraphEditor)) Debug.Log("No OnDropObjects override defined for " + GetType());
if (GetType() != typeof(NodeGraphEditor))
{
Debug.Log("No OnDropObjects override defined for " + GetType());
}
}
/// <summary> Create a node and save it in the graph asset </summary>
public virtual XNode.Node CreateNode(Type type, Vector2 position) {
Undo.RecordObject(target, "Create Node");
XNode.Node node = target.AddNode(type);
if (node == null) return null; // handle null nodes to avoid nullref exceptions
var node = target.AddNode(type);
if (node == null)
{
return null; // handle null nodes to avoid nullref exceptions
}
Undo.RegisterCreatedObjectUndo(node, "Create Node");
node.position = position;
if (node.name == null || node.name.Trim() == "") node.name = NodeEditorUtilities.NodeDefaultName(type);
if (!string.IsNullOrEmpty(AssetDatabase.GetAssetPath(target))) AssetDatabase.AddObjectToAsset(node, target);
if (NodeEditorPreferences.GetSettings().autoSave) AssetDatabase.SaveAssets();
if (node.name == null || node.name.Trim() == "")
{
node.name = NodeEditorUtilities.NodeDefaultName(type);
}
if (!string.IsNullOrEmpty(AssetDatabase.GetAssetPath(target)))
{
AssetDatabase.AddObjectToAsset(node, target);
}
if (NodeEditorPreferences.GetSettings().autoSave)
{
AssetDatabase.SaveAssets();
}
NodeEditorWindow.RepaintAll();
return node;
}
@ -226,19 +277,27 @@ namespace XNodeEditor {
/// <summary> Creates a copy of the original node in the graph </summary>
public virtual XNode.Node CopyNode(XNode.Node original) {
Undo.RecordObject(target, "Duplicate Node");
XNode.Node node = target.CopyNode(original);
var node = target.CopyNode(original);
Undo.RegisterCreatedObjectUndo(node, "Duplicate Node");
node.name = original.name;
if (!string.IsNullOrEmpty(AssetDatabase.GetAssetPath(target))) AssetDatabase.AddObjectToAsset(node, target);
if (NodeEditorPreferences.GetSettings().autoSave) AssetDatabase.SaveAssets();
if (!string.IsNullOrEmpty(AssetDatabase.GetAssetPath(target)))
{
AssetDatabase.AddObjectToAsset(node, target);
}
if (NodeEditorPreferences.GetSettings().autoSave)
{
AssetDatabase.SaveAssets();
}
return node;
}
/// <summary> Return false for nodes that can't be removed </summary>
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(
var graphType = target.GetType();
var 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) {
@ -250,17 +309,26 @@ namespace XNodeEditor {
/// <summary> Safely remove a node and all its connections. </summary>
public virtual void RemoveNode(XNode.Node node) {
if (!CanRemove(node)) return;
if (!CanRemove(node))
{
return;
}
// Remove the node
Undo.RecordObject(node, "Delete Node");
Undo.RecordObject(target, "Delete Node");
foreach (var port in node.Ports)
foreach (var conn in port.GetConnections())
{
Undo.RecordObject(conn.node, "Delete Node");
}
target.RemoveNode(node);
Undo.DestroyObjectImmediate(node);
if (NodeEditorPreferences.GetSettings().autoSave) AssetDatabase.SaveAssets();
if (NodeEditorPreferences.GetSettings().autoSave)
{
AssetDatabase.SaveAssets();
}
}
[AttributeUsage(AttributeTargets.Class)]
@ -281,4 +349,4 @@ namespace XNodeEditor {
}
}
}
}
}

View File

@ -0,0 +1,69 @@
using System;
using System.IO;
using System.Linq;
using UnityEditor;
using UnityEditor.Experimental.AssetImporters;
using UnityEngine;
using XNode;
namespace XNodeEditor {
/// <summary> Deals with modified assets </summary>
internal class NodeGraphImporter : AssetPostprocessor {
private static void OnPostprocessAllAssets(string[] importedAssets, string[] deletedAssets, string[] movedAssets, string[] movedFromAssetPaths) {
foreach (var path in importedAssets) {
// Skip processing anything without the .asset extension
if (Path.GetExtension(path) != ".asset")
{
continue;
}
// Get the object that is requested for deletion
var graph = AssetDatabase.LoadAssetAtPath<NodeGraph>(path);
if (graph == null)
{
continue;
}
// Get attributes
var graphType = graph.GetType();
var attribs = Array.ConvertAll(
graphType.GetCustomAttributes(typeof(NodeGraph.RequireNodeAttribute), true), x => x as NodeGraph.RequireNodeAttribute);
var position = Vector2.zero;
foreach (var 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)) {
var 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);
}
}
}
}
}

View File

@ -14,8 +14,12 @@ namespace XNodeEditor {
/// <summary> Show a rename popup for an asset at mouse position. Will trigger reimport of the asset on apply.
public static RenamePopup Show(Object target, float width = 200) {
RenamePopup window = EditorWindow.GetWindow<RenamePopup>(true, "Rename " + target.name, true);
if (current != null) current.Close();
var window = EditorWindow.GetWindow<RenamePopup>(true, "Rename " + target.name, true);
if (current != null)
{
current.Close();
}
current = window;
window.target = target;
window.input = target.name;
@ -26,9 +30,13 @@ namespace XNodeEditor {
}
private void UpdatePositionToMouse() {
if (Event.current == null) return;
if (Event.current == null)
{
return;
}
Vector3 mousePoint = GUIUtility.GUIToScreenPoint(Event.current.mousePosition);
Rect pos = position;
var pos = position;
pos.x = mousePoint.x - position.width * 0.5f;
pos.y = mousePoint.y - 10;
position = pos;
@ -47,7 +55,7 @@ namespace XNodeEditor {
GUI.SetNextControlName(inputControlName);
input = EditorGUILayout.TextField(input);
EditorGUI.FocusTextInControl(inputControlName);
Event e = Event.current;
var 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)) {
@ -84,4 +92,4 @@ namespace XNodeEditor {
EditorGUIUtility.editingTextField = false;
}
}
}
}

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@ -16,10 +16,10 @@ namespace XNodeEditor {
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];
var graphTypes = NodeEditorReflection.GetDerivedTypes(typeof(NodeGraph));
var menu = new GenericMenu();
for (var i = 0; i < graphTypes.Length; i++) {
var graphType = graphTypes[i];
menu.AddItem(new GUIContent(graphType.Name), false, () => CreateGraph(graphType));
}
menu.ShowAsContext();
@ -58,11 +58,11 @@ namespace XNodeEditor {
private void OnEnable() {
sceneGraph = target as SceneGraph;
Type sceneGraphType = sceneGraph.GetType();
var sceneGraphType = sceneGraph.GetType();
if (sceneGraphType == typeof(SceneGraph)) {
graphType = null;
} else {
Type baseType = sceneGraphType.BaseType;
var baseType = sceneGraphType.BaseType;
if (baseType.IsGenericType) {
graphType = sceneGraphType = baseType.GetGenericArguments() [0];
}
@ -75,4 +75,4 @@ namespace XNodeEditor {
sceneGraph.graph.name = sceneGraph.name + "-graph";
}
}
}
}

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@ -1,421 +1,503 @@
using System;
using System.Collections.Generic;
using UnityEngine;
namespace XNode {
/// <summary>
/// Base class for all nodes
/// </summary>
/// <example>
/// Classes extending this class will be considered as valid nodes by xNode.
/// <code>
/// [System.Serializable]
/// public class Adder : Node {
/// [Input] public float a;
/// [Input] public float b;
/// [Output] public float result;
///
/// // GetValue should be overridden to return a value for any specified output port
/// public override object GetValue(NodePort port) {
/// return a + b;
/// }
/// }
/// </code>
/// </example>
[Serializable]
public abstract class Node : ScriptableObject {
/// <summary> Used by <see cref="InputAttribute"/> and <see cref="OutputAttribute"/> to determine when to display the field value associated with a <see cref="NodePort"/> </summary>
public enum ShowBackingValue {
/// <summary> Never show the backing value </summary>
Never,
/// <summary> Show the backing value only when the port does not have any active connections </summary>
Unconnected,
/// <summary> Always show the backing value </summary>
Always
}
public enum ConnectionType {
/// <summary> Allow multiple connections</summary>
Multiple,
/// <summary> always override the current connection </summary>
Override,
}
/// <summary> Tells which types of input to allow </summary>
public enum TypeConstraint {
/// <summary> Allow all types of input</summary>
None,
/// <summary> Allow connections where input value type is assignable from output value type (eg. ScriptableObject --> Object)</summary>
Inherited,
/// <summary> Allow only similar types </summary>
Strict,
/// <summary> Allow connections where output value type is assignable from input value type (eg. Object --> ScriptableObject)</summary>
InheritedInverse,
/// <summary> Allow connections where output value type is assignable from input value or input value type is assignable from output value type</summary>
InheritedAny
}
#region Obsolete
[Obsolete("Use DynamicPorts instead")]
public IEnumerable<NodePort> InstancePorts { get { return DynamicPorts; } }
[Obsolete("Use DynamicOutputs instead")]
public IEnumerable<NodePort> InstanceOutputs { get { return DynamicOutputs; } }
[Obsolete("Use DynamicInputs instead")]
public IEnumerable<NodePort> InstanceInputs { get { return DynamicInputs; } }
[Obsolete("Use AddDynamicInput instead")]
public NodePort AddInstanceInput(Type type, Node.ConnectionType connectionType = Node.ConnectionType.Multiple, Node.TypeConstraint typeConstraint = TypeConstraint.None, string fieldName = null) {
return AddDynamicInput(type, connectionType, typeConstraint, fieldName);
}
[Obsolete("Use AddDynamicOutput instead")]
public NodePort AddInstanceOutput(Type type, Node.ConnectionType connectionType = Node.ConnectionType.Multiple, Node.TypeConstraint typeConstraint = TypeConstraint.None, string fieldName = null) {
return AddDynamicOutput(type, connectionType, typeConstraint, fieldName);
}
[Obsolete("Use AddDynamicPort instead")]
private NodePort AddInstancePort(Type type, NodePort.IO direction, Node.ConnectionType connectionType = Node.ConnectionType.Multiple, Node.TypeConstraint typeConstraint = TypeConstraint.None, string fieldName = null) {
return AddDynamicPort(type, direction, connectionType, typeConstraint, fieldName);
}
[Obsolete("Use RemoveDynamicPort instead")]
public void RemoveInstancePort(string fieldName) {
RemoveDynamicPort(fieldName);
}
[Obsolete("Use RemoveDynamicPort instead")]
public void RemoveInstancePort(NodePort port) {
RemoveDynamicPort(port);
}
[Obsolete("Use ClearDynamicPorts instead")]
public void ClearInstancePorts() {
ClearDynamicPorts();
}
#endregion
/// <summary> Iterate over all ports on this node. </summary>
public IEnumerable<NodePort> Ports { get { foreach (NodePort port in ports.Values) yield return port; } }
/// <summary> Iterate over all outputs on this node. </summary>
public IEnumerable<NodePort> Outputs { get { foreach (NodePort port in Ports) { if (port.IsOutput) yield return port; } } }
/// <summary> Iterate over all inputs on this node. </summary>
public IEnumerable<NodePort> Inputs { get { foreach (NodePort port in Ports) { if (port.IsInput) yield return port; } } }
/// <summary> Iterate over all dynamic ports on this node. </summary>
public IEnumerable<NodePort> DynamicPorts { get { foreach (NodePort port in Ports) { if (port.IsDynamic) yield return port; } } }
/// <summary> Iterate over all dynamic outputs on this node. </summary>
public IEnumerable<NodePort> DynamicOutputs { get { foreach (NodePort port in Ports) { if (port.IsDynamic && port.IsOutput) yield return port; } } }
/// <summary> Iterate over all dynamic inputs on this node. </summary>
public IEnumerable<NodePort> DynamicInputs { get { foreach (NodePort port in Ports) { if (port.IsDynamic && port.IsInput) yield return port; } } }
/// <summary> Parent <see cref="NodeGraph"/> </summary>
[SerializeField] public NodeGraph graph;
/// <summary> Position on the <see cref="NodeGraph"/> </summary>
[SerializeField] public Vector2 position;
/// <summary> It is recommended not to modify these at hand. Instead, see <see cref="InputAttribute"/> and <see cref="OutputAttribute"/> </summary>
[SerializeField] private NodePortDictionary ports = new NodePortDictionary();
/// <summary> Used during node instantiation to fix null/misconfigured graph during OnEnable/Init. Set it before instantiating a node. Will automatically be unset during OnEnable </summary>
public static NodeGraph graphHotfix;
protected void OnEnable() {
if (graphHotfix != null) graph = graphHotfix;
graphHotfix = null;
UpdatePorts();
Init();
}
/// <summary> 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. </summary>
public void UpdatePorts() {
NodeDataCache.UpdatePorts(this, ports);
}
/// <summary> Initialize node. Called on enable. </summary>
protected virtual void Init() { }
/// <summary> Checks all connections for invalid references, and removes them. </summary>
public void VerifyConnections() {
foreach (NodePort port in Ports) port.VerifyConnections();
}
#region Dynamic Ports
/// <summary> Convenience function. </summary>
/// <seealso cref="AddInstancePort"/>
/// <seealso cref="AddInstanceOutput"/>
public NodePort AddDynamicInput(Type type, Node.ConnectionType connectionType = Node.ConnectionType.Multiple, Node.TypeConstraint typeConstraint = TypeConstraint.None, string fieldName = null) {
return AddDynamicPort(type, NodePort.IO.Input, connectionType, typeConstraint, fieldName);
}
/// <summary> Convenience function. </summary>
/// <seealso cref="AddInstancePort"/>
/// <seealso cref="AddInstanceInput"/>
public NodePort AddDynamicOutput(Type type, Node.ConnectionType connectionType = Node.ConnectionType.Multiple, Node.TypeConstraint typeConstraint = TypeConstraint.None, string fieldName = null) {
return AddDynamicPort(type, NodePort.IO.Output, connectionType, typeConstraint, fieldName);
}
/// <summary> Add a dynamic, serialized port to this node. </summary>
/// <seealso cref="AddDynamicInput"/>
/// <seealso cref="AddDynamicOutput"/>
private NodePort AddDynamicPort(Type type, NodePort.IO direction, Node.ConnectionType connectionType = Node.ConnectionType.Multiple, Node.TypeConstraint typeConstraint = TypeConstraint.None, string fieldName = null) {
if (fieldName == null) {
fieldName = "dynamicInput_0";
int i = 0;
while (HasPort(fieldName)) fieldName = "dynamicInput_" + (++i);
} else if (HasPort(fieldName)) {
Debug.LogWarning("Port '" + fieldName + "' already exists in " + name, this);
return ports[fieldName];
}
NodePort port = new NodePort(fieldName, type, direction, connectionType, typeConstraint, this);
ports.Add(fieldName, port);
return port;
}
/// <summary> Remove an dynamic port from the node </summary>
public void RemoveDynamicPort(string fieldName) {
NodePort dynamicPort = GetPort(fieldName);
if (dynamicPort == null) throw new ArgumentException("port " + fieldName + " doesn't exist");
RemoveDynamicPort(GetPort(fieldName));
}
/// <summary> Remove an dynamic port from the node </summary>
public void RemoveDynamicPort(NodePort port) {
if (port == null) throw new ArgumentNullException("port");
else if (port.IsStatic) throw new ArgumentException("cannot remove static port");
port.ClearConnections();
ports.Remove(port.fieldName);
}
/// <summary> Removes all dynamic ports from the node </summary>
[ContextMenu("Clear Dynamic Ports")]
public void ClearDynamicPorts() {
List<NodePort> dynamicPorts = new List<NodePort>(DynamicPorts);
foreach (NodePort port in dynamicPorts) {
RemoveDynamicPort(port);
}
}
#endregion
#region Ports
/// <summary> Returns output port which matches fieldName </summary>
public NodePort GetOutputPort(string fieldName) {
NodePort port = GetPort(fieldName);
if (port == null || port.direction != NodePort.IO.Output) return null;
else return port;
}
/// <summary> Returns input port which matches fieldName </summary>
public NodePort GetInputPort(string fieldName) {
NodePort port = GetPort(fieldName);
if (port == null || port.direction != NodePort.IO.Input) return null;
else return port;
}
/// <summary> Returns port which matches fieldName </summary>
public NodePort GetPort(string fieldName) {
NodePort port;
if (ports.TryGetValue(fieldName, out port)) return port;
else return null;
}
public bool HasPort(string fieldName) {
return ports.ContainsKey(fieldName);
}
#endregion
#region Inputs/Outputs
/// <summary> Return input value for a specified port. Returns fallback value if no ports are connected </summary>
/// <param name="fieldName">Field name of requested input port</param>
/// <param name="fallback">If no ports are connected, this value will be returned</param>
public T GetInputValue<T>(string fieldName, T fallback = default(T)) {
NodePort port = GetPort(fieldName);
if (port != null && port.IsConnected) return port.GetInputValue<T>();
else return fallback;
}
/// <summary> Return all input values for a specified port. Returns fallback value if no ports are connected </summary>
/// <param name="fieldName">Field name of requested input port</param>
/// <param name="fallback">If no ports are connected, this value will be returned</param>
public T[] GetInputValues<T>(string fieldName, params T[] fallback) {
NodePort port = GetPort(fieldName);
if (port != null && port.IsConnected) return port.GetInputValues<T>();
else return fallback;
}
/// <summary> Returns a value based on requested port output. Should be overridden in all derived nodes with outputs. </summary>
/// <param name="port">The requested port.</param>
public virtual object GetValue(NodePort port) {
Debug.LogWarning("No GetValue(NodePort port) override defined for " + GetType());
return null;
}
#endregion
/// <summary> Called after a connection between two <see cref="NodePort"/>s is created </summary>
/// <param name="from">Output</param> <param name="to">Input</param>
public virtual void OnCreateConnection(NodePort from, NodePort to) { }
/// <summary> Called after a connection is removed from this port </summary>
/// <param name="port">Output or Input</param>
public virtual void OnRemoveConnection(NodePort port) { }
/// <summary> Disconnect everything from this node </summary>
public void ClearConnections() {
foreach (NodePort port in Ports) port.ClearConnections();
}
#region Attributes
/// <summary> Mark a serializable field as an input port. You can access this through <see cref="GetInputPort(string)"/> </summary>
[AttributeUsage(AttributeTargets.Field)]
public class InputAttribute : Attribute {
public ShowBackingValue backingValue;
public ConnectionType connectionType;
[Obsolete("Use dynamicPortList instead")]
public bool instancePortList { get { return dynamicPortList; } set { dynamicPortList = value; } }
public bool dynamicPortList;
public TypeConstraint typeConstraint;
/// <summary> Mark a serializable field as an input port. You can access this through <see cref="GetInputPort(string)"/> </summary>
/// <param name="backingValue">Should we display the backing value for this port as an editor field? </param>
/// <param name="connectionType">Should we allow multiple connections? </param>
/// <param name="typeConstraint">Constrains which input connections can be made to this port </param>
/// <param name="dynamicPortList">If true, will display a reorderable list of inputs instead of a single port. Will automatically add and display values for lists and arrays </param>
public InputAttribute(ShowBackingValue backingValue = ShowBackingValue.Unconnected, ConnectionType connectionType = ConnectionType.Multiple, TypeConstraint typeConstraint = TypeConstraint.None, bool dynamicPortList = false) {
this.backingValue = backingValue;
this.connectionType = connectionType;
this.dynamicPortList = dynamicPortList;
this.typeConstraint = typeConstraint;
}
}
/// <summary> Mark a serializable field as an output port. You can access this through <see cref="GetOutputPort(string)"/> </summary>
[AttributeUsage(AttributeTargets.Field)]
public class OutputAttribute : Attribute {
public ShowBackingValue backingValue;
public ConnectionType connectionType;
[Obsolete("Use dynamicPortList instead")]
public bool instancePortList { get { return dynamicPortList; } set { dynamicPortList = value; } }
public bool dynamicPortList;
public TypeConstraint typeConstraint;
/// <summary> Mark a serializable field as an output port. You can access this through <see cref="GetOutputPort(string)"/> </summary>
/// <param name="backingValue">Should we display the backing value for this port as an editor field? </param>
/// <param name="connectionType">Should we allow multiple connections? </param>
/// <param name="typeConstraint">Constrains which input connections can be made from this port </param>
/// <param name="dynamicPortList">If true, will display a reorderable list of outputs instead of a single port. Will automatically add and display values for lists and arrays </param>
public OutputAttribute(ShowBackingValue backingValue = ShowBackingValue.Never, ConnectionType connectionType = ConnectionType.Multiple, TypeConstraint typeConstraint = TypeConstraint.None, bool dynamicPortList = false) {
this.backingValue = backingValue;
this.connectionType = connectionType;
this.dynamicPortList = dynamicPortList;
this.typeConstraint = typeConstraint;
}
/// <summary> Mark a serializable field as an output port. You can access this through <see cref="GetOutputPort(string)"/> </summary>
/// <param name="backingValue">Should we display the backing value for this port as an editor field? </param>
/// <param name="connectionType">Should we allow multiple connections? </param>
/// <param name="dynamicPortList">If true, will display a reorderable list of outputs instead of a single port. Will automatically add and display values for lists and arrays </param>
[Obsolete("Use constructor with TypeConstraint")]
public OutputAttribute(ShowBackingValue backingValue, ConnectionType connectionType, bool dynamicPortList) : this(backingValue, connectionType, TypeConstraint.None, dynamicPortList) { }
}
/// <summary> Manually supply node class with a context menu path </summary>
[AttributeUsage(AttributeTargets.Class, AllowMultiple = false)]
public class CreateNodeMenuAttribute : Attribute {
public string menuName;
public int order;
/// <summary> Manually supply node class with a context menu path </summary>
/// <param name="menuName"> Path to this node in the context menu. Null or empty hides it. </param>
public CreateNodeMenuAttribute(string menuName) {
this.menuName = menuName;
this.order = 0;
}
/// <summary> Manually supply node class with a context menu path </summary>
/// <param name="menuName"> Path to this node in the context menu. Null or empty hides it. </param>
/// <param name="order"> The order by which the menu items are displayed. </param>
public CreateNodeMenuAttribute(string menuName, int order) {
this.menuName = menuName;
this.order = order;
}
}
/// <summary> Prevents Node of the same type to be added more than once (configurable) to a NodeGraph </summary>
[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;
/// <summary> Prevents Node of the same type to be added more than once (configurable) to a NodeGraph </summary>
/// <param name="max"> How many nodes to allow. Defaults to 1. </param>
public DisallowMultipleNodesAttribute(int max = 1) {
this.max = max;
}
}
/// <summary> Specify a color for this node type </summary>
[AttributeUsage(AttributeTargets.Class, AllowMultiple = false)]
public class NodeTintAttribute : Attribute {
public Color color;
/// <summary> Specify a color for this node type </summary>
/// <param name="r"> Red [0.0f .. 1.0f] </param>
/// <param name="g"> Green [0.0f .. 1.0f] </param>
/// <param name="b"> Blue [0.0f .. 1.0f] </param>
public NodeTintAttribute(float r, float g, float b) {
color = new Color(r, g, b);
}
/// <summary> Specify a color for this node type </summary>
/// <param name="hex"> HEX color value </param>
public NodeTintAttribute(string hex) {
ColorUtility.TryParseHtmlString(hex, out color);
}
/// <summary> Specify a color for this node type </summary>
/// <param name="r"> Red [0 .. 255] </param>
/// <param name="g"> Green [0 .. 255] </param>
/// <param name="b"> Blue [0 .. 255] </param>
public NodeTintAttribute(byte r, byte g, byte b) {
color = new Color32(r, g, b, byte.MaxValue);
}
}
/// <summary> Specify a width for this node type </summary>
[AttributeUsage(AttributeTargets.Class, AllowMultiple = false)]
public class NodeWidthAttribute : Attribute {
public int width;
/// <summary> Specify a width for this node type </summary>
/// <param name="width"> Width </param>
public NodeWidthAttribute(int width) {
this.width = width;
}
}
#endregion
[Serializable] private class NodePortDictionary : Dictionary<string, NodePort>, ISerializationCallbackReceiver {
[SerializeField] private List<string> keys = new List<string>();
[SerializeField] private List<NodePort> values = new List<NodePort>();
public void OnBeforeSerialize() {
keys.Clear();
values.Clear();
keys.Capacity = this.Count;
values.Capacity = this.Count;
foreach (KeyValuePair<string, NodePort> pair in this) {
keys.Add(pair.Key);
values.Add(pair.Value);
}
}
public void OnAfterDeserialize() {
this.Clear();
#if UNITY_2021_3_OR_NEWER
this.EnsureCapacity(keys.Count);
#endif
if (keys.Count != values.Count)
throw new System.Exception("there are " + keys.Count + " keys and " + values.Count + " values after deserialization. Make sure that both key and value types are serializable.");
for (int i = 0; i < keys.Count; i++)
this.Add(keys[i], values[i]);
}
}
}
}
using System;
using System.Collections.Generic;
using UnityEngine;
namespace XNode {
/// <summary>
/// Base class for all nodes
/// </summary>
/// <example>
/// Classes extending this class will be considered as valid nodes by xNode.
/// <code>
/// [System.Serializable]
/// public class Adder : Node {
/// [Input] public float a;
/// [Input] public float b;
/// [Output] public float result;
///
/// // GetValue should be overridden to return a value for any specified output port
/// public override object GetValue(NodePort port) {
/// return a + b;
/// }
/// }
/// </code>
/// </example>
[Serializable]
public abstract class Node : ScriptableObject {
/// <summary> Used by <see cref="InputAttribute"/> and <see cref="OutputAttribute"/> to determine when to display the field value associated with a <see cref="NodePort"/> </summary>
public enum ShowBackingValue {
/// <summary> Never show the backing value </summary>
Never,
/// <summary> Show the backing value only when the port does not have any active connections </summary>
Unconnected,
/// <summary> Always show the backing value </summary>
Always
}
public enum ConnectionType {
/// <summary> Allow multiple connections</summary>
Multiple,
/// <summary> always override the current connection </summary>
Override,
}
/// <summary> Tells which types of input to allow </summary>
public enum TypeConstraint {
/// <summary> Allow all types of input</summary>
None,
/// <summary> Allow connections where input value type is assignable from output value type (eg. ScriptableObject --> Object)</summary>
Inherited,
/// <summary> Allow only similar types </summary>
Strict,
/// <summary> Allow connections where output value type is assignable from input value type (eg. Object --> ScriptableObject)</summary>
InheritedInverse,
/// <summary> Allow connections where output value type is assignable from input value or input value type is assignable from output value type</summary>
InheritedAny
}
#region Obsolete
[Obsolete("Use DynamicPorts instead")]
public IEnumerable<NodePort> InstancePorts { get { return DynamicPorts; } }
[Obsolete("Use DynamicOutputs instead")]
public IEnumerable<NodePort> InstanceOutputs { get { return DynamicOutputs; } }
[Obsolete("Use DynamicInputs instead")]
public IEnumerable<NodePort> InstanceInputs { get { return DynamicInputs; } }
[Obsolete("Use AddDynamicInput instead")]
public NodePort AddInstanceInput(Type type, Node.ConnectionType connectionType = Node.ConnectionType.Multiple, Node.TypeConstraint typeConstraint = TypeConstraint.None, string fieldName = null) {
return AddDynamicInput(type, connectionType, typeConstraint, fieldName);
}
[Obsolete("Use AddDynamicOutput instead")]
public NodePort AddInstanceOutput(Type type, Node.ConnectionType connectionType = Node.ConnectionType.Multiple, Node.TypeConstraint typeConstraint = TypeConstraint.None, string fieldName = null) {
return AddDynamicOutput(type, connectionType, typeConstraint, fieldName);
}
[Obsolete("Use AddDynamicPort instead")]
private NodePort AddInstancePort(Type type, NodePort.IO direction, Node.ConnectionType connectionType = Node.ConnectionType.Multiple, Node.TypeConstraint typeConstraint = TypeConstraint.None, string fieldName = null) {
return AddDynamicPort(type, direction, connectionType, typeConstraint, fieldName);
}
[Obsolete("Use RemoveDynamicPort instead")]
public void RemoveInstancePort(string fieldName) {
RemoveDynamicPort(fieldName);
}
[Obsolete("Use RemoveDynamicPort instead")]
public void RemoveInstancePort(NodePort port) {
RemoveDynamicPort(port);
}
[Obsolete("Use ClearDynamicPorts instead")]
public void ClearInstancePorts() {
ClearDynamicPorts();
}
#endregion
/// <summary> Iterate over all ports on this node. </summary>
public IEnumerable<NodePort> Ports { get { foreach (NodePort port in ports.Values)
{
yield return port;
}
} }
/// <summary> Iterate over all outputs on this node. </summary>
public IEnumerable<NodePort> Outputs { get { foreach (NodePort port in Ports) { if (port.IsOutput)
{
yield return port;
}
} } }
/// <summary> Iterate over all inputs on this node. </summary>
public IEnumerable<NodePort> Inputs { get { foreach (NodePort port in Ports) { if (port.IsInput)
{
yield return port;
}
} } }
/// <summary> Iterate over all dynamic ports on this node. </summary>
public IEnumerable<NodePort> DynamicPorts { get { foreach (NodePort port in Ports) { if (port.IsDynamic)
{
yield return port;
}
} } }
/// <summary> Iterate over all dynamic outputs on this node. </summary>
public IEnumerable<NodePort> DynamicOutputs { get { foreach (NodePort port in Ports) { if (port.IsDynamic && port.IsOutput)
{
yield return port;
}
} } }
/// <summary> Iterate over all dynamic inputs on this node. </summary>
public IEnumerable<NodePort> DynamicInputs { get { foreach (NodePort port in Ports) { if (port.IsDynamic && port.IsInput)
{
yield return port;
}
} } }
/// <summary> Parent <see cref="NodeGraph"/> </summary>
[SerializeField] public NodeGraph graph;
/// <summary> Position on the <see cref="NodeGraph"/> </summary>
[SerializeField] public Vector2 position;
/// <summary> It is recommended not to modify these at hand. Instead, see <see cref="InputAttribute"/> and <see cref="OutputAttribute"/> </summary>
[SerializeField] private NodePortDictionary ports = new NodePortDictionary();
/// <summary> Used during node instantiation to fix null/misconfigured graph during OnEnable/Init. Set it before instantiating a node. Will automatically be unset during OnEnable </summary>
public static NodeGraph graphHotfix;
protected void OnEnable() {
if (graphHotfix != null)
{
graph = graphHotfix;
}
graphHotfix = null;
UpdatePorts();
Init();
}
/// <summary> 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. </summary>
public void UpdatePorts() {
NodeDataCache.UpdatePorts(this, ports);
}
/// <summary> Initialize node. Called on enable. </summary>
protected virtual void Init() { }
/// <summary> Checks all connections for invalid references, and removes them. </summary>
public void VerifyConnections() {
foreach (NodePort port in Ports)
{
port.VerifyConnections();
}
}
#region Dynamic Ports
/// <summary> Convenience function. </summary>
/// <seealso cref="AddInstancePort"/>
/// <seealso cref="AddInstanceOutput"/>
public NodePort AddDynamicInput(Type type, Node.ConnectionType connectionType = Node.ConnectionType.Multiple, Node.TypeConstraint typeConstraint = TypeConstraint.None, string fieldName = null) {
return AddDynamicPort(type, NodePort.IO.Input, connectionType, typeConstraint, fieldName);
}
/// <summary> Convenience function. </summary>
/// <seealso cref="AddInstancePort"/>
/// <seealso cref="AddInstanceInput"/>
public NodePort AddDynamicOutput(Type type, Node.ConnectionType connectionType = Node.ConnectionType.Multiple, Node.TypeConstraint typeConstraint = TypeConstraint.None, string fieldName = null) {
return AddDynamicPort(type, NodePort.IO.Output, connectionType, typeConstraint, fieldName);
}
/// <summary> Add a dynamic, serialized port to this node. </summary>
/// <seealso cref="AddDynamicInput"/>
/// <seealso cref="AddDynamicOutput"/>
private NodePort AddDynamicPort(Type type, NodePort.IO direction, Node.ConnectionType connectionType = Node.ConnectionType.Multiple, Node.TypeConstraint typeConstraint = TypeConstraint.None, string fieldName = null) {
if (fieldName == null) {
fieldName = "dynamicInput_0";
var i = 0;
while (HasPort(fieldName))
{
fieldName = "dynamicInput_" + (++i);
}
} else if (HasPort(fieldName)) {
Debug.LogWarning("Port '" + fieldName + "' already exists in " + name, this);
return ports[fieldName];
}
NodePort port = new NodePort(fieldName, type, direction, connectionType, typeConstraint, this);
ports.Add(fieldName, port);
return port;
}
/// <summary> Remove an dynamic port from the node </summary>
public void RemoveDynamicPort(string fieldName) {
NodePort dynamicPort = GetPort(fieldName);
if (dynamicPort == null)
{
throw new ArgumentException("port " + fieldName + " doesn't exist");
}
RemoveDynamicPort(GetPort(fieldName));
}
/// <summary> Remove an dynamic port from the node </summary>
public void RemoveDynamicPort(NodePort port) {
if (port == null)
{
throw new ArgumentNullException("port");
}
else if (port.IsStatic)
{
throw new ArgumentException("cannot remove static port");
}
port.ClearConnections();
ports.Remove(port.fieldName);
}
/// <summary> Removes all dynamic ports from the node </summary>
[ContextMenu("Clear Dynamic Ports")]
public void ClearDynamicPorts() {
List<NodePort> dynamicPorts = new List<NodePort>(DynamicPorts);
foreach (NodePort port in dynamicPorts) {
RemoveDynamicPort(port);
}
}
#endregion
#region Ports
/// <summary> Returns output port which matches fieldName </summary>
public NodePort GetOutputPort(string fieldName) {
NodePort port = GetPort(fieldName);
if (port == null || port.direction != NodePort.IO.Output)
{
return null;
}
else
{
return port;
}
}
/// <summary> Returns input port which matches fieldName </summary>
public NodePort GetInputPort(string fieldName) {
NodePort port = GetPort(fieldName);
if (port == null || port.direction != NodePort.IO.Input)
{
return null;
}
else
{
return port;
}
}
/// <summary> Returns port which matches fieldName </summary>
public NodePort GetPort(string fieldName) {
NodePort port;
if (ports.TryGetValue(fieldName, out port))
{
return port;
}
else
{
return null;
}
}
public bool HasPort(string fieldName) {
return ports.ContainsKey(fieldName);
}
#endregion
#region Inputs/Outputs
/// <summary> Return input value for a specified port. Returns fallback value if no ports are connected </summary>
/// <param name="fieldName">Field name of requested input port</param>
/// <param name="fallback">If no ports are connected, this value will be returned</param>
public T GetInputValue<T>(string fieldName, T fallback = default(T)) {
NodePort port = GetPort(fieldName);
if (port != null && port.IsConnected)
{
return port.GetInputValue<T>();
}
else
{
return fallback;
}
}
/// <summary> Return all input values for a specified port. Returns fallback value if no ports are connected </summary>
/// <param name="fieldName">Field name of requested input port</param>
/// <param name="fallback">If no ports are connected, this value will be returned</param>
public T[] GetInputValues<T>(string fieldName, params T[] fallback) {
NodePort port = GetPort(fieldName);
if (port != null && port.IsConnected)
{
return port.GetInputValues<T>();
}
else
{
return fallback;
}
}
/// <summary> Returns a value based on requested port output. Should be overridden in all derived nodes with outputs. </summary>
/// <param name="port">The requested port.</param>
public virtual object GetValue(NodePort port) {
Debug.LogWarning("No GetValue(NodePort port) override defined for " + GetType());
return null;
}
#endregion
/// <summary> Called after a connection between two <see cref="NodePort"/>s is created </summary>
/// <param name="from">Output</param> <param name="to">Input</param>
public virtual void OnCreateConnection(NodePort from, NodePort to) { }
/// <summary> Called after a connection is removed from this port </summary>
/// <param name="port">Output or Input</param>
public virtual void OnRemoveConnection(NodePort port) { }
/// <summary> Disconnect everything from this node </summary>
public void ClearConnections() {
foreach (NodePort port in Ports)
{
port.ClearConnections();
}
}
#region Attributes
/// <summary> Mark a serializable field as an input port. You can access this through <see cref="GetInputPort(string)"/> </summary>
[AttributeUsage(AttributeTargets.Field)]
public class InputAttribute : Attribute {
public ShowBackingValue backingValue;
public ConnectionType connectionType;
[Obsolete("Use dynamicPortList instead")]
public bool instancePortList { get { return dynamicPortList; } set { dynamicPortList = value; } }
public bool dynamicPortList;
public TypeConstraint typeConstraint;
/// <summary> Mark a serializable field as an input port. You can access this through <see cref="GetInputPort(string)"/> </summary>
/// <param name="backingValue">Should we display the backing value for this port as an editor field? </param>
/// <param name="connectionType">Should we allow multiple connections? </param>
/// <param name="typeConstraint">Constrains which input connections can be made to this port </param>
/// <param name="dynamicPortList">If true, will display a reorderable list of inputs instead of a single port. Will automatically add and display values for lists and arrays </param>
public InputAttribute(ShowBackingValue backingValue = ShowBackingValue.Unconnected, ConnectionType connectionType = ConnectionType.Multiple, TypeConstraint typeConstraint = TypeConstraint.None, bool dynamicPortList = false) {
this.backingValue = backingValue;
this.connectionType = connectionType;
this.dynamicPortList = dynamicPortList;
this.typeConstraint = typeConstraint;
}
}
/// <summary> Mark a serializable field as an output port. You can access this through <see cref="GetOutputPort(string)"/> </summary>
[AttributeUsage(AttributeTargets.Field)]
public class OutputAttribute : Attribute {
public ShowBackingValue backingValue;
public ConnectionType connectionType;
[Obsolete("Use dynamicPortList instead")]
public bool instancePortList { get { return dynamicPortList; } set { dynamicPortList = value; } }
public bool dynamicPortList;
public TypeConstraint typeConstraint;
/// <summary> Mark a serializable field as an output port. You can access this through <see cref="GetOutputPort(string)"/> </summary>
/// <param name="backingValue">Should we display the backing value for this port as an editor field? </param>
/// <param name="connectionType">Should we allow multiple connections? </param>
/// <param name="typeConstraint">Constrains which input connections can be made from this port </param>
/// <param name="dynamicPortList">If true, will display a reorderable list of outputs instead of a single port. Will automatically add and display values for lists and arrays </param>
public OutputAttribute(ShowBackingValue backingValue = ShowBackingValue.Never, ConnectionType connectionType = ConnectionType.Multiple, TypeConstraint typeConstraint = TypeConstraint.None, bool dynamicPortList = false) {
this.backingValue = backingValue;
this.connectionType = connectionType;
this.dynamicPortList = dynamicPortList;
this.typeConstraint = typeConstraint;
}
/// <summary> Mark a serializable field as an output port. You can access this through <see cref="GetOutputPort(string)"/> </summary>
/// <param name="backingValue">Should we display the backing value for this port as an editor field? </param>
/// <param name="connectionType">Should we allow multiple connections? </param>
/// <param name="dynamicPortList">If true, will display a reorderable list of outputs instead of a single port. Will automatically add and display values for lists and arrays </param>
[Obsolete("Use constructor with TypeConstraint")]
public OutputAttribute(ShowBackingValue backingValue, ConnectionType connectionType, bool dynamicPortList) : this(backingValue, connectionType, TypeConstraint.None, dynamicPortList) { }
}
/// <summary> Manually supply node class with a context menu path </summary>
[AttributeUsage(AttributeTargets.Class, AllowMultiple = false)]
public class CreateNodeMenuAttribute : Attribute {
public string menuName;
public int order;
/// <summary> Manually supply node class with a context menu path </summary>
/// <param name="menuName"> Path to this node in the context menu. Null or empty hides it. </param>
public CreateNodeMenuAttribute(string menuName) {
this.menuName = menuName;
this.order = 0;
}
/// <summary> Manually supply node class with a context menu path </summary>
/// <param name="menuName"> Path to this node in the context menu. Null or empty hides it. </param>
/// <param name="order"> The order by which the menu items are displayed. </param>
public CreateNodeMenuAttribute(string menuName, int order) {
this.menuName = menuName;
this.order = order;
}
}
/// <summary> Prevents Node of the same type to be added more than once (configurable) to a NodeGraph </summary>
[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;
/// <summary> Prevents Node of the same type to be added more than once (configurable) to a NodeGraph </summary>
/// <param name="max"> How many nodes to allow. Defaults to 1. </param>
public DisallowMultipleNodesAttribute(int max = 1) {
this.max = max;
}
}
/// <summary> Specify a color for this node type </summary>
[AttributeUsage(AttributeTargets.Class, AllowMultiple = false)]
public class NodeTintAttribute : Attribute {
public Color color;
/// <summary> Specify a color for this node type </summary>
/// <param name="r"> Red [0.0f .. 1.0f] </param>
/// <param name="g"> Green [0.0f .. 1.0f] </param>
/// <param name="b"> Blue [0.0f .. 1.0f] </param>
public NodeTintAttribute(float r, float g, float b) {
color = new Color(r, g, b);
}
/// <summary> Specify a color for this node type </summary>
/// <param name="hex"> HEX color value </param>
public NodeTintAttribute(string hex) {
ColorUtility.TryParseHtmlString(hex, out color);
}
/// <summary> Specify a color for this node type </summary>
/// <param name="r"> Red [0 .. 255] </param>
/// <param name="g"> Green [0 .. 255] </param>
/// <param name="b"> Blue [0 .. 255] </param>
public NodeTintAttribute(byte r, byte g, byte b) {
color = new Color32(r, g, b, byte.MaxValue);
}
}
/// <summary> Specify a width for this node type </summary>
[AttributeUsage(AttributeTargets.Class, AllowMultiple = false)]
public class NodeWidthAttribute : Attribute {
public int width;
/// <summary> Specify a width for this node type </summary>
/// <param name="width"> Width </param>
public NodeWidthAttribute(int width) {
this.width = width;
}
}
#endregion
[Serializable] private class NodePortDictionary : Dictionary<string, NodePort>, ISerializationCallbackReceiver {
[SerializeField] private List<string> keys = new List<string>();
[SerializeField] private List<NodePort> values = new List<NodePort>();
public void OnBeforeSerialize() {
keys.Clear();
values.Clear();
keys.Capacity = this.Count;
values.Capacity = this.Count;
foreach (KeyValuePair<string, NodePort> pair in this) {
keys.Add(pair.Key);
values.Add(pair.Value);
}
}
public void OnAfterDeserialize() {
this.Clear();
#if UNITY_2021_3_OR_NEWER
this.EnsureCapacity(keys.Count);
#endif
if (keys.Count != values.Count)
{
throw new System.Exception("there are " + keys.Count + " keys and " + values.Count + " values after deserialization. Make sure that both key and value types are serializable.");
}
for (var i = 0; i < keys.Count; i++)
{
this.Add(keys[i], values[i]);
}
}
}
}
}

View File

@ -12,8 +12,11 @@ namespace XNode {
private static bool Initialized { get { return portDataCache != null; } }
public static string GetTypeQualifiedName(System.Type type) {
if(typeQualifiedNameCache == null) typeQualifiedNameCache = new Dictionary<System.Type, string>();
if(typeQualifiedNameCache == null)
{
typeQualifiedNameCache = new Dictionary<System.Type, string>();
}
string name;
if (!typeQualifiedNameCache.TryGetValue(type, out name)) {
name = type.AssemblyQualifiedName;
@ -24,13 +27,19 @@ namespace XNode {
/// <summary> Update static ports and dynamic ports managed by DynamicPortLists to reflect class fields. </summary>
public static void UpdatePorts(Node node, Dictionary<string, NodePort> ports) {
if (!Initialized) BuildCache();
if (!Initialized)
{
BuildCache();
}
Dictionary<string, List<NodePort>> removedPorts = new Dictionary<string, List<NodePort>>();
System.Type nodeType = node.GetType();
Dictionary<string, string> formerlySerializedAs = null;
if (formerlySerializedAsCache != null) formerlySerializedAsCache.TryGetValue(nodeType, out formerlySerializedAs);
if (formerlySerializedAsCache != null)
{
formerlySerializedAsCache.TryGetValue(nodeType, out formerlySerializedAs);
}
List<NodePort> dynamicListPorts = new List<NodePort>();
@ -49,17 +58,27 @@ namespace XNode {
// If port exists but with wrong settings, remove it. Re-add it later.
if (port.IsDynamic || port.direction != staticPort.direction || port.connectionType != staticPort.connectionType || port.typeConstraint != staticPort.typeConstraint) {
// If port is not dynamic and direction hasn't changed, add it to the list so we can try reconnecting the ports connections.
if (!port.IsDynamic && port.direction == staticPort.direction) removedPorts.Add(port.fieldName, port.GetConnections());
if (!port.IsDynamic && port.direction == staticPort.direction)
{
removedPorts.Add(port.fieldName, port.GetConnections());
}
port.ClearConnections();
ports.Remove(port.fieldName);
} else port.ValueType = staticPort.ValueType;
} else
{
port.ValueType = staticPort.ValueType;
}
}
// If port doesn't exist anymore, remove it
else if (port.IsStatic) {
//See if the field is tagged with FormerlySerializedAs, if so add the port with its new field name to removedPorts
// so it can be reconnected in missing ports stage.
string newName = null;
if (formerlySerializedAs != null && formerlySerializedAs.TryGetValue(port.fieldName, out newName)) removedPorts.Add(newName, port.GetConnections());
if (formerlySerializedAs != null && formerlySerializedAs.TryGetValue(port.fieldName, out newName))
{
removedPorts.Add(newName, port.GetConnections());
}
port.ClearConnections();
ports.Remove(port.fieldName);
@ -76,13 +95,20 @@ namespace XNode {
//If we just removed the port, try re-adding the connections
List<NodePort> reconnectConnections;
if (removedPorts.TryGetValue(staticPort.fieldName, out reconnectConnections)) {
for (int i = 0; i < reconnectConnections.Count; i++) {
for (var i = 0; i < reconnectConnections.Count; i++) {
NodePort connection = reconnectConnections[i];
if (connection == null) continue;
if (connection == null)
{
continue;
}
// CAVEAT: Ports connected under special conditions defined in graphEditor.CanConnect overrides will not auto-connect.
// To fix this, this code would need to be moved to an editor script and call graphEditor.CanConnect instead of port.CanConnectTo.
// This is only a problem in the rare edge case where user is using non-standard CanConnect overrides and changes port type of an already connected port
if (port.CanConnectTo(connection)) port.Connect(connection);
if (port.CanConnectTo(connection))
{
port.Connect(connection);
}
}
}
ports.Add(staticPort.fieldName, port);
@ -93,7 +119,7 @@ namespace XNode {
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.Substring(0, listPort.fieldName.IndexOf(' '));
var backingPortName = listPort.fieldName.Substring(0, listPort.fieldName.IndexOf(' '));
NodePort backingPort = staticPorts[backingPortName];
// Update port constraints. Creating a new port instead will break the editor, mandating the need for setters.
@ -124,13 +150,19 @@ namespace XNode {
// 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;
var fieldNameParts = port.fieldName.Split(' ');
if (fieldNameParts.Length != 2)
{
return false;
}
FieldInfo backingPortInfo = port.node.GetType().GetField(fieldNameParts[0]);
if (backingPortInfo == null) return false;
if (backingPortInfo == null)
{
return false;
}
object[] attribs = backingPortInfo.GetCustomAttributes(true);
var attribs = backingPortInfo.GetCustomAttributes(true);
return attribs.Any(x => {
Node.InputAttribute inputAttribute = x as Node.InputAttribute;
Node.OutputAttribute outputAttribute = x as Node.OutputAttribute;
@ -149,9 +181,13 @@ namespace XNode {
// Loop through assemblies and add node types to list
foreach (Assembly assembly in assemblies) {
// Skip certain dlls to improve performance
string assemblyName = assembly.GetName().Name;
int index = assemblyName.IndexOf('.');
if (index != -1) assemblyName = assemblyName.Substring(0, index);
var assemblyName = assembly.GetName().Name;
var index = assemblyName.IndexOf('.');
if (index != -1)
{
assemblyName = assemblyName.Substring(0, index);
}
switch (assemblyName) {
// The following assemblies, and sub-assemblies (eg. UnityEngine.UI) are skipped
case "UnityEditor":
@ -167,7 +203,7 @@ namespace XNode {
}
}
for (int i = 0; i < nodeTypes.Count; i++) {
for (var i = 0; i < nodeTypes.Count; i++) {
CachePorts(nodeTypes[i]);
}
}
@ -179,7 +215,7 @@ namespace XNode {
System.Type tempType = nodeType;
while ((tempType = tempType.BaseType) != typeof(XNode.Node)) {
FieldInfo[] parentFields = tempType.GetFields(BindingFlags.NonPublic | BindingFlags.Instance);
for (int i = 0; i < parentFields.Length; i++) {
for (var 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)) {
@ -193,29 +229,52 @@ namespace XNode {
private static void CachePorts(System.Type nodeType) {
List<System.Reflection.FieldInfo> fieldInfo = GetNodeFields(nodeType);
for (int i = 0; i < fieldInfo.Count; i++) {
for (var i = 0; i < fieldInfo.Count; i++) {
//Get InputAttribute and OutputAttribute
object[] attribs = fieldInfo[i].GetCustomAttributes(true);
var attribs = fieldInfo[i].GetCustomAttributes(true);
Node.InputAttribute inputAttrib = attribs.FirstOrDefault(x => x is Node.InputAttribute) as Node.InputAttribute;
Node.OutputAttribute outputAttrib = attribs.FirstOrDefault(x => x is Node.OutputAttribute) as Node.OutputAttribute;
UnityEngine.Serialization.FormerlySerializedAsAttribute formerlySerializedAsAttribute = attribs.FirstOrDefault(x => x is UnityEngine.Serialization.FormerlySerializedAsAttribute) as UnityEngine.Serialization.FormerlySerializedAsAttribute;
if (inputAttrib == null && outputAttrib == null) continue;
if (inputAttrib == null && outputAttrib == null)
{
continue;
}
if (inputAttrib != null && outputAttrib != null) Debug.LogError("Field " + fieldInfo[i].Name + " of type " + nodeType.FullName + " cannot be both input and output.");
if (inputAttrib != null && outputAttrib != null)
{
Debug.LogError("Field " + fieldInfo[i].Name + " of type " + nodeType.FullName + " cannot be both input and output.");
}
else {
if (!portDataCache.ContainsKey(nodeType)) portDataCache.Add(nodeType, new Dictionary<string, NodePort>());
NodePort port = new NodePort(fieldInfo[i]);
if (!portDataCache.ContainsKey(nodeType))
{
portDataCache.Add(nodeType, new Dictionary<string, NodePort>());
}
NodePort port = new NodePort(fieldInfo[i]);
portDataCache[nodeType].Add(port.fieldName, port);
}
if (formerlySerializedAsAttribute != null) {
if (formerlySerializedAsCache == null) formerlySerializedAsCache = new Dictionary<System.Type, Dictionary<string, string>>();
if (!formerlySerializedAsCache.ContainsKey(nodeType)) formerlySerializedAsCache.Add(nodeType, new Dictionary<string, string>());
if (formerlySerializedAsCache == null)
{
formerlySerializedAsCache = new Dictionary<System.Type, Dictionary<string, string>>();
}
if (formerlySerializedAsCache[nodeType].ContainsKey(formerlySerializedAsAttribute.oldName)) Debug.LogError("Another FormerlySerializedAs with value '" + formerlySerializedAsAttribute.oldName + "' already exist on this node.");
else formerlySerializedAsCache[nodeType].Add(formerlySerializedAsAttribute.oldName, fieldInfo[i].Name);
if (!formerlySerializedAsCache.ContainsKey(nodeType))
{
formerlySerializedAsCache.Add(nodeType, new Dictionary<string, string>());
}
if (formerlySerializedAsCache[nodeType].ContainsKey(formerlySerializedAsAttribute.oldName))
{
Debug.LogError("Another FormerlySerializedAs with value '" + formerlySerializedAsAttribute.oldName + "' already exist on this node.");
}
else
{
formerlySerializedAsCache[nodeType].Add(formerlySerializedAsAttribute.oldName, fieldInfo[i].Name);
}
}
}
}

View File

@ -1,124 +1,152 @@
using System;
using System.Collections.Generic;
using UnityEngine;
namespace XNode {
/// <summary> Base class for all node graphs </summary>
[Serializable]
public abstract class NodeGraph : ScriptableObject {
/// <summary> All nodes in the graph. <para/>
/// See: <see cref="AddNode{T}"/> </summary>
[SerializeField] public List<Node> nodes = new List<Node>();
/// <summary> Add a node to the graph by type (convenience method - will call the System.Type version) </summary>
public T AddNode<T>() where T : Node {
return AddNode(typeof(T)) as T;
}
/// <summary> Add a node to the graph by type </summary>
public virtual Node AddNode(Type type) {
Node.graphHotfix = this;
Node node = ScriptableObject.CreateInstance(type) as Node;
node.graph = this;
nodes.Add(node);
return node;
}
/// <summary> Creates a copy of the original node in the graph </summary>
public virtual Node CopyNode(Node original) {
Node.graphHotfix = this;
Node node = ScriptableObject.Instantiate(original);
node.graph = this;
node.ClearConnections();
nodes.Add(node);
return node;
}
/// <summary> Safely remove a node and all its connections </summary>
/// <param name="node"> The node to remove </param>
public virtual void RemoveNode(Node node) {
node.ClearConnections();
nodes.Remove(node);
if (Application.isPlaying) Destroy(node);
}
/// <summary> Remove all nodes and connections from the graph </summary>
public virtual void Clear() {
if (Application.isPlaying) {
for (int i = 0; i < nodes.Count; i++) {
if (nodes[i] != null) Destroy(nodes[i]);
}
}
nodes.Clear();
}
/// <summary> Create a new deep copy of this graph </summary>
public virtual XNode.NodeGraph Copy() {
// Instantiate a new nodegraph instance
NodeGraph graph = Instantiate(this);
// Instantiate all nodes inside the graph
for (int i = 0; i < nodes.Count; i++) {
if (nodes[i] == null) continue;
Node.graphHotfix = graph;
Node node = Instantiate(nodes[i]) as Node;
node.graph = graph;
graph.nodes[i] = node;
}
// Redirect all connections
for (int i = 0; i < graph.nodes.Count; i++) {
if (graph.nodes[i] == null) continue;
foreach (NodePort port in graph.nodes[i].Ports) {
port.Redirect(nodes, graph.nodes);
}
}
return graph;
}
protected virtual void OnDestroy() {
// Remove all nodes prior to graph destruction
Clear();
}
#region Attributes
/// <summary> Automatically ensures the existance of a certain node type, and prevents it from being deleted. </summary>
[AttributeUsage(AttributeTargets.Class, AllowMultiple = true)]
public class RequireNodeAttribute : Attribute {
public Type type0;
public Type type1;
public Type type2;
/// <summary> Automatically ensures the existance of a certain node type, and prevents it from being deleted </summary>
public RequireNodeAttribute(Type type) {
this.type0 = type;
this.type1 = null;
this.type2 = null;
}
/// <summary> Automatically ensures the existance of a certain node type, and prevents it from being deleted </summary>
public RequireNodeAttribute(Type type, Type type2) {
this.type0 = type;
this.type1 = type2;
this.type2 = null;
}
/// <summary> Automatically ensures the existance of a certain node type, and prevents it from being deleted </summary>
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
}
}
using System;
using System.Collections.Generic;
using UnityEngine;
namespace XNode {
/// <summary> Base class for all node graphs </summary>
[Serializable]
public abstract class NodeGraph : ScriptableObject {
/// <summary> All nodes in the graph. <para/>
/// See: <see cref="AddNode{T}"/> </summary>
[SerializeField] public List<Node> nodes = new List<Node>();
/// <summary> Add a node to the graph by type (convenience method - will call the System.Type version) </summary>
public T AddNode<T>() where T : Node {
return AddNode(typeof(T)) as T;
}
/// <summary> Add a node to the graph by type </summary>
public virtual Node AddNode(Type type) {
Node.graphHotfix = this;
Node node = ScriptableObject.CreateInstance(type) as Node;
node.graph = this;
nodes.Add(node);
return node;
}
/// <summary> Creates a copy of the original node in the graph </summary>
public virtual Node CopyNode(Node original) {
Node.graphHotfix = this;
Node node = ScriptableObject.Instantiate(original);
node.graph = this;
node.ClearConnections();
nodes.Add(node);
return node;
}
/// <summary> Safely remove a node and all its connections </summary>
/// <param name="node"> The node to remove </param>
public virtual void RemoveNode(Node node) {
node.ClearConnections();
nodes.Remove(node);
if (Application.isPlaying)
{
Destroy(node);
}
}
/// <summary> Remove all nodes and connections from the graph </summary>
public virtual void Clear() {
if (Application.isPlaying) {
for (var i = 0; i < nodes.Count; i++) {
if (nodes[i] != null)
{
Destroy(nodes[i]);
}
}
}
nodes.Clear();
}
/// <summary> Create a new deep copy of this graph </summary>
public virtual XNode.NodeGraph Copy() {
// Instantiate a new nodegraph instance
NodeGraph graph = Instantiate(this);
// Instantiate all nodes inside the graph
for (var i = 0; i < nodes.Count; i++) {
if (nodes[i] == null)
{
continue;
}
Node.graphHotfix = graph;
Node node = Instantiate(nodes[i]) as Node;
node.graph = graph;
graph.nodes[i] = node;
}
// Redirect all connections
for (var i = 0; i < graph.nodes.Count; i++) {
if (graph.nodes[i] == null)
{
continue;
}
foreach (NodePort port in graph.nodes[i].Ports) {
port.Redirect(nodes, graph.nodes);
}
}
return graph;
}
protected virtual void OnDestroy() {
// Remove all nodes prior to graph destruction
Clear();
}
#region Attributes
/// <summary> Automatically ensures the existance of a certain node type, and prevents it from being deleted. </summary>
[AttributeUsage(AttributeTargets.Class, AllowMultiple = true)]
public class RequireNodeAttribute : Attribute {
public Type type0;
public Type type1;
public Type type2;
/// <summary> Automatically ensures the existance of a certain node type, and prevents it from being deleted </summary>
public RequireNodeAttribute(Type type) {
this.type0 = type;
this.type1 = null;
this.type2 = null;
}
/// <summary> Automatically ensures the existance of a certain node type, and prevents it from being deleted </summary>
public RequireNodeAttribute(Type type, Type type2) {
this.type0 = type;
this.type1 = type2;
this.type2 = null;
}
/// <summary> Automatically ensures the existance of a certain node type, and prevents it from being deleted </summary>
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
}
}

View File

@ -1,422 +1,552 @@
using System;
using System.Collections.Generic;
using System.Reflection;
using UnityEngine;
namespace XNode {
[Serializable]
public class NodePort {
public enum IO { Input, Output }
public int ConnectionCount { get { return connections.Count; } }
/// <summary> Return the first non-null connection </summary>
public NodePort Connection {
get {
for (int i = 0; i < connections.Count; i++) {
if (connections[i] != null) return connections[i].Port;
}
return null;
}
}
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; }
}
/// <summary> Is this port connected to anytihng? </summary>
public bool IsConnected { get { return connections.Count != 0; } }
public bool IsInput { get { return direction == IO.Input; } }
public bool IsOutput { get { return direction == IO.Output; } }
public string fieldName { get { return _fieldName; } }
public Node node { get { return _node; } }
public bool IsDynamic { get { return _dynamic; } }
public bool IsStatic { get { return !_dynamic; } }
public Type ValueType {
get {
if (valueType == null && !string.IsNullOrEmpty(_typeQualifiedName)) valueType = Type.GetType(_typeQualifiedName, false);
return valueType;
}
set {
if (valueType == value) return;
valueType = value;
if (value != null) _typeQualifiedName = NodeDataCache.GetTypeQualifiedName(value);
}
}
private Type valueType;
[SerializeField] private string _fieldName;
[SerializeField] private Node _node;
[SerializeField] private string _typeQualifiedName;
[SerializeField] private List<PortConnection> connections = new List<PortConnection>();
[SerializeField] private IO _direction;
[SerializeField] private Node.ConnectionType _connectionType;
[SerializeField] private Node.TypeConstraint _typeConstraint;
[SerializeField] private bool _dynamic;
/// <summary> Construct a static targetless nodeport. Used as a template. </summary>
public NodePort(FieldInfo fieldInfo) {
_fieldName = fieldInfo.Name;
ValueType = fieldInfo.FieldType;
_dynamic = false;
var attribs = fieldInfo.GetCustomAttributes(false);
for (int i = 0; i < attribs.Length; i++) {
if (attribs[i] is Node.InputAttribute) {
_direction = IO.Input;
_connectionType = (attribs[i] as Node.InputAttribute).connectionType;
_typeConstraint = (attribs[i] as Node.InputAttribute).typeConstraint;
} else if (attribs[i] is Node.OutputAttribute) {
_direction = IO.Output;
_connectionType = (attribs[i] as Node.OutputAttribute).connectionType;
_typeConstraint = (attribs[i] as Node.OutputAttribute).typeConstraint;
}
// Override ValueType of the Port
if(attribs[i] is PortTypeOverrideAttribute) {
ValueType = (attribs[i] as PortTypeOverrideAttribute).type;
}
}
}
/// <summary> Copy a nodePort but assign it to another node. </summary>
public NodePort(NodePort nodePort, Node node) {
_fieldName = nodePort._fieldName;
ValueType = nodePort.valueType;
_direction = nodePort.direction;
_dynamic = nodePort._dynamic;
_connectionType = nodePort._connectionType;
_typeConstraint = nodePort._typeConstraint;
_node = node;
}
/// <summary> Construct a dynamic port. Dynamic ports are not forgotten on reimport, and is ideal for runtime-created ports. </summary>
public NodePort(string fieldName, Type type, IO direction, Node.ConnectionType connectionType, Node.TypeConstraint typeConstraint, Node node) {
_fieldName = fieldName;
this.ValueType = type;
_direction = direction;
_node = node;
_dynamic = true;
_connectionType = connectionType;
_typeConstraint = typeConstraint;
}
/// <summary> Checks all connections for invalid references, and removes them. </summary>
public void VerifyConnections() {
for (int i = connections.Count - 1; i >= 0; i--) {
if (connections[i].node != null &&
!string.IsNullOrEmpty(connections[i].fieldName) &&
connections[i].node.GetPort(connections[i].fieldName) != null)
continue;
connections.RemoveAt(i);
}
}
/// <summary> Return the output value of this node through its parent nodes GetValue override method. </summary>
/// <returns> <see cref="Node.GetValue(NodePort)"/> </returns>
public object GetOutputValue() {
if (direction == IO.Input) return null;
return node.GetValue(this);
}
/// <summary> Return the output value of the first connected port. Returns null if none found or invalid.</summary>
/// <returns> <see cref="NodePort.GetOutputValue"/> </returns>
public object GetInputValue() {
NodePort connectedPort = Connection;
if (connectedPort == null) return null;
return connectedPort.GetOutputValue();
}
/// <summary> Return the output values of all connected ports. </summary>
/// <returns> <see cref="NodePort.GetOutputValue"/> </returns>
public object[] GetInputValues() {
object[] objs = new object[ConnectionCount];
for (int i = 0; i < ConnectionCount; i++) {
NodePort connectedPort = connections[i].Port;
if (connectedPort == null) { // if we happen to find a null port, remove it and look again
connections.RemoveAt(i);
i--;
continue;
}
objs[i] = connectedPort.GetOutputValue();
}
return objs;
}
/// <summary> Return the output value of the first connected port. Returns null if none found or invalid. </summary>
/// <returns> <see cref="NodePort.GetOutputValue"/> </returns>
public T GetInputValue<T>() {
object obj = GetInputValue();
return obj is T ? (T) obj : default(T);
}
/// <summary> Return the output values of all connected ports. </summary>
/// <returns> <see cref="NodePort.GetOutputValue"/> </returns>
public T[] GetInputValues<T>() {
object[] objs = GetInputValues();
T[] ts = new T[objs.Length];
for (int i = 0; i < objs.Length; i++) {
if (objs[i] is T) ts[i] = (T) objs[i];
}
return ts;
}
/// <summary> Return true if port is connected and has a valid input. </summary>
/// <returns> <see cref="NodePort.GetOutputValue"/> </returns>
public bool TryGetInputValue<T>(out T value) {
object obj = GetInputValue();
if (obj is T) {
value = (T) obj;
return true;
} else {
value = default(T);
return false;
}
}
/// <summary> Return the sum of all inputs. </summary>
/// <returns> <see cref="NodePort.GetOutputValue"/> </returns>
public float GetInputSum(float fallback) {
object[] objs = GetInputValues();
if (objs.Length == 0) return fallback;
float result = 0;
for (int i = 0; i < objs.Length; i++) {
if (objs[i] is float) result += (float) objs[i];
}
return result;
}
/// <summary> Return the sum of all inputs. </summary>
/// <returns> <see cref="NodePort.GetOutputValue"/> </returns>
public int GetInputSum(int fallback) {
object[] objs = GetInputValues();
if (objs.Length == 0) return fallback;
int result = 0;
for (int i = 0; i < objs.Length; i++) {
if (objs[i] is int) result += (int) objs[i];
}
return result;
}
/// <summary> Connect this <see cref="NodePort"/> to another </summary>
/// <param name="port">The <see cref="NodePort"/> to connect to</param>
public void Connect(NodePort port) {
if (connections == null) connections = new List<PortConnection>();
if (port == null) { Debug.LogWarning("Cannot connect to null port"); return; }
if (port == this) { Debug.LogWarning("Cannot connect port to self."); return; }
if (IsConnectedTo(port)) { Debug.LogWarning("Port already connected. "); return; }
if (direction == port.direction) { Debug.LogWarning("Cannot connect two " + (direction == IO.Input ? "input" : "output") + " connections"); return; }
#if UNITY_EDITOR
UnityEditor.Undo.RecordObject(node, "Connect Port");
UnityEditor.Undo.RecordObject(port.node, "Connect Port");
#endif
if (port.connectionType == Node.ConnectionType.Override && port.ConnectionCount != 0) { port.ClearConnections(); }
if (connectionType == Node.ConnectionType.Override && ConnectionCount != 0) { ClearConnections(); }
connections.Add(new PortConnection(port));
if (port.connections == null) port.connections = new List<PortConnection>();
if (!port.IsConnectedTo(this)) port.connections.Add(new PortConnection(this));
node.OnCreateConnection(this, port);
port.node.OnCreateConnection(this, port);
}
public List<NodePort> GetConnections() {
List<NodePort> result = new List<NodePort>();
for (int i = 0; i < connections.Count; i++) {
NodePort port = GetConnection(i);
if (port != null) result.Add(port);
}
return result;
}
public NodePort GetConnection(int i) {
//If the connection is broken for some reason, remove it.
if (connections[i].node == null || string.IsNullOrEmpty(connections[i].fieldName)) {
connections.RemoveAt(i);
return null;
}
NodePort port = connections[i].node.GetPort(connections[i].fieldName);
if (port == null) {
connections.RemoveAt(i);
return null;
}
return port;
}
/// <summary> Get index of the connection connecting this and specified ports </summary>
public int GetConnectionIndex(NodePort port) {
for (int i = 0; i < ConnectionCount; i++) {
if (connections[i].Port == port) return i;
}
return -1;
}
public bool IsConnectedTo(NodePort port) {
for (int i = 0; i < connections.Count; i++) {
if (connections[i].Port == port) return true;
}
return false;
}
/// <summary> Returns true if this port can connect to specified port </summary>
public bool CanConnectTo(NodePort port) {
// Figure out which is input and which is output
NodePort input = null, output = null;
if (IsInput) input = this;
else output = this;
if (port.IsInput) input = port;
else output = port;
// If there isn't one of each, they can't connect
if (input == null || output == null) return false;
// Check input type constraints
if (input.typeConstraint == XNode.Node.TypeConstraint.Inherited && !input.ValueType.IsAssignableFrom(output.ValueType)) return false;
if (input.typeConstraint == XNode.Node.TypeConstraint.Strict && input.ValueType != output.ValueType) return false;
if (input.typeConstraint == XNode.Node.TypeConstraint.InheritedInverse && !output.ValueType.IsAssignableFrom(input.ValueType)) return false;
if (input.typeConstraint == XNode.Node.TypeConstraint.InheritedAny && !input.ValueType.IsAssignableFrom(output.ValueType) && !output.ValueType.IsAssignableFrom(input.ValueType)) return false;
// Check output type constraints
if (output.typeConstraint == XNode.Node.TypeConstraint.Inherited && !input.ValueType.IsAssignableFrom(output.ValueType)) return false;
if (output.typeConstraint == XNode.Node.TypeConstraint.Strict && input.ValueType != output.ValueType) return false;
if (output.typeConstraint == XNode.Node.TypeConstraint.InheritedInverse && !output.ValueType.IsAssignableFrom(input.ValueType)) return false;
if (output.typeConstraint == XNode.Node.TypeConstraint.InheritedAny && !input.ValueType.IsAssignableFrom(output.ValueType) && !output.ValueType.IsAssignableFrom(input.ValueType)) return false;
// Success
return true;
}
/// <summary> Disconnect this port from another port </summary>
public void Disconnect(NodePort port) {
// Remove this ports connection to the other
for (int i = connections.Count - 1; i >= 0; i--) {
if (connections[i].Port == port) {
connections.RemoveAt(i);
}
}
if (port != null) {
// Remove the other ports connection to this port
for (int i = 0; i < port.connections.Count; i++) {
if (port.connections[i].Port == this) {
port.connections.RemoveAt(i);
// Trigger OnRemoveConnection from this side port
port.node.OnRemoveConnection(port);
}
}
}
// Trigger OnRemoveConnection
node.OnRemoveConnection(this);
}
/// <summary> Disconnect this port from another port </summary>
public void Disconnect(int i) {
// Remove the other ports connection to this port
NodePort otherPort = connections[i].Port;
if (otherPort != null) {
otherPort.connections.RemoveAll(it => { return it.Port == this; });
}
// Remove this ports connection to the other
connections.RemoveAt(i);
// Trigger OnRemoveConnection
node.OnRemoveConnection(this);
if (otherPort != null) otherPort.node.OnRemoveConnection(otherPort);
}
public void ClearConnections() {
while (connections.Count > 0) {
Disconnect(connections[0].Port);
}
}
/// <summary> Get reroute points for a given connection. This is used for organization </summary>
public List<Vector2> GetReroutePoints(int index) {
return connections[index].reroutePoints;
}
/// <summary> Swap connections with another node </summary>
public void SwapConnections(NodePort targetPort) {
int aConnectionCount = connections.Count;
int bConnectionCount = targetPort.connections.Count;
List<NodePort> portConnections = new List<NodePort>();
List<NodePort> targetPortConnections = new List<NodePort>();
// Cache port connections
for (int i = 0; i < aConnectionCount; i++)
portConnections.Add(connections[i].Port);
// Cache target port connections
for (int i = 0; i < bConnectionCount; i++)
targetPortConnections.Add(targetPort.connections[i].Port);
ClearConnections();
targetPort.ClearConnections();
// Add port connections to targetPort
for (int i = 0; i < portConnections.Count; i++)
targetPort.Connect(portConnections[i]);
// Add target port connections to this one
for (int i = 0; i < targetPortConnections.Count; i++)
Connect(targetPortConnections[i]);
}
/// <summary> Copy all connections pointing to a node and add them to this one </summary>
public void AddConnections(NodePort targetPort) {
int connectionCount = targetPort.ConnectionCount;
for (int i = 0; i < connectionCount; i++) {
PortConnection connection = targetPort.connections[i];
NodePort otherPort = connection.Port;
Connect(otherPort);
}
}
/// <summary> Move all connections pointing to this node, to another node </summary>
public void MoveConnections(NodePort targetPort) {
int connectionCount = connections.Count;
// Add connections to target port
for (int i = 0; i < connectionCount; i++) {
PortConnection connection = targetPort.connections[i];
NodePort otherPort = connection.Port;
Connect(otherPort);
}
ClearConnections();
}
/// <summary> Swap connected nodes from the old list with nodes from the new list </summary>
public void Redirect(List<Node> oldNodes, List<Node> newNodes) {
foreach (PortConnection connection in connections) {
int index = oldNodes.IndexOf(connection.node);
if (index >= 0) connection.node = newNodes[index];
}
}
[Serializable]
private class PortConnection {
[SerializeField] public string fieldName;
[SerializeField] public Node node;
public NodePort Port { get { return port != null ? port : port = GetPort(); } }
[NonSerialized] private NodePort port;
/// <summary> Extra connection path points for organization </summary>
[SerializeField] public List<Vector2> reroutePoints = new List<Vector2>();
public PortConnection(NodePort port) {
this.port = port;
node = port.node;
fieldName = port.fieldName;
}
/// <summary> Returns the port that this <see cref="PortConnection"/> points to </summary>
private NodePort GetPort() {
if (node == null || string.IsNullOrEmpty(fieldName)) return null;
return node.GetPort(fieldName);
}
}
}
}
using System;
using System.Collections.Generic;
using System.Reflection;
using UnityEngine;
namespace XNode {
[Serializable]
public class NodePort {
public enum IO { Input, Output }
public int ConnectionCount { get { return connections.Count; } }
/// <summary> Return the first non-null connection </summary>
public NodePort Connection {
get {
for (var i = 0; i < connections.Count; i++) {
if (connections[i] != null)
{
return connections[i].Port;
}
}
return null;
}
}
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; }
}
/// <summary> Is this port connected to anytihng? </summary>
public bool IsConnected { get { return connections.Count != 0; } }
public bool IsInput { get { return direction == IO.Input; } }
public bool IsOutput { get { return direction == IO.Output; } }
public string fieldName { get { return _fieldName; } }
public Node node { get { return _node; } }
public bool IsDynamic { get { return _dynamic; } }
public bool IsStatic { get { return !_dynamic; } }
public Type ValueType {
get {
if (valueType == null && !string.IsNullOrEmpty(_typeQualifiedName))
{
valueType = Type.GetType(_typeQualifiedName, false);
}
return valueType;
}
set {
if (valueType == value)
{
return;
}
valueType = value;
if (value != null)
{
_typeQualifiedName = NodeDataCache.GetTypeQualifiedName(value);
}
}
}
private Type valueType;
[SerializeField] private string _fieldName;
[SerializeField] private Node _node;
[SerializeField] private string _typeQualifiedName;
[SerializeField] private List<PortConnection> connections = new List<PortConnection>();
[SerializeField] private IO _direction;
[SerializeField] private Node.ConnectionType _connectionType;
[SerializeField] private Node.TypeConstraint _typeConstraint;
[SerializeField] private bool _dynamic;
/// <summary> Construct a static targetless nodeport. Used as a template. </summary>
public NodePort(FieldInfo fieldInfo) {
_fieldName = fieldInfo.Name;
ValueType = fieldInfo.FieldType;
_dynamic = false;
var attribs = fieldInfo.GetCustomAttributes(false);
for (var i = 0; i < attribs.Length; i++) {
if (attribs[i] is Node.InputAttribute) {
_direction = IO.Input;
_connectionType = (attribs[i] as Node.InputAttribute).connectionType;
_typeConstraint = (attribs[i] as Node.InputAttribute).typeConstraint;
} else if (attribs[i] is Node.OutputAttribute) {
_direction = IO.Output;
_connectionType = (attribs[i] as Node.OutputAttribute).connectionType;
_typeConstraint = (attribs[i] as Node.OutputAttribute).typeConstraint;
}
// Override ValueType of the Port
if(attribs[i] is PortTypeOverrideAttribute) {
ValueType = (attribs[i] as PortTypeOverrideAttribute).type;
}
}
}
/// <summary> Copy a nodePort but assign it to another node. </summary>
public NodePort(NodePort nodePort, Node node) {
_fieldName = nodePort._fieldName;
ValueType = nodePort.valueType;
_direction = nodePort.direction;
_dynamic = nodePort._dynamic;
_connectionType = nodePort._connectionType;
_typeConstraint = nodePort._typeConstraint;
_node = node;
}
/// <summary> Construct a dynamic port. Dynamic ports are not forgotten on reimport, and is ideal for runtime-created ports. </summary>
public NodePort(string fieldName, Type type, IO direction, Node.ConnectionType connectionType, Node.TypeConstraint typeConstraint, Node node) {
_fieldName = fieldName;
this.ValueType = type;
_direction = direction;
_node = node;
_dynamic = true;
_connectionType = connectionType;
_typeConstraint = typeConstraint;
}
/// <summary> Checks all connections for invalid references, and removes them. </summary>
public void VerifyConnections() {
for (var i = connections.Count - 1; i >= 0; i--) {
if (connections[i].node != null &&
!string.IsNullOrEmpty(connections[i].fieldName) &&
connections[i].node.GetPort(connections[i].fieldName) != null)
{
continue;
}
connections.RemoveAt(i);
}
}
/// <summary> Return the output value of this node through its parent nodes GetValue override method. </summary>
/// <returns> <see cref="Node.GetValue(NodePort)"/> </returns>
public object GetOutputValue() {
if (direction == IO.Input)
{
return null;
}
return node.GetValue(this);
}
/// <summary> Return the output value of the first connected port. Returns null if none found or invalid.</summary>
/// <returns> <see cref="NodePort.GetOutputValue"/> </returns>
public object GetInputValue() {
NodePort connectedPort = Connection;
if (connectedPort == null)
{
return null;
}
return connectedPort.GetOutputValue();
}
/// <summary> Return the output values of all connected ports. </summary>
/// <returns> <see cref="NodePort.GetOutputValue"/> </returns>
public object[] GetInputValues() {
var objs = new object[ConnectionCount];
for (var i = 0; i < ConnectionCount; i++) {
NodePort connectedPort = connections[i].Port;
if (connectedPort == null) { // if we happen to find a null port, remove it and look again
connections.RemoveAt(i);
i--;
continue;
}
objs[i] = connectedPort.GetOutputValue();
}
return objs;
}
/// <summary> Return the output value of the first connected port. Returns null if none found or invalid. </summary>
/// <returns> <see cref="NodePort.GetOutputValue"/> </returns>
public T GetInputValue<T>() {
var obj = GetInputValue();
return obj is T ? (T) obj : default(T);
}
/// <summary> Return the output values of all connected ports. </summary>
/// <returns> <see cref="NodePort.GetOutputValue"/> </returns>
public T[] GetInputValues<T>() {
var objs = GetInputValues();
T[] ts = new T[objs.Length];
for (var i = 0; i < objs.Length; i++) {
if (objs[i] is T)
{
ts[i] = (T) objs[i];
}
}
return ts;
}
/// <summary> Return true if port is connected and has a valid input. </summary>
/// <returns> <see cref="NodePort.GetOutputValue"/> </returns>
public bool TryGetInputValue<T>(out T value) {
var obj = GetInputValue();
if (obj is T) {
value = (T) obj;
return true;
} else {
value = default(T);
return false;
}
}
/// <summary> Return the sum of all inputs. </summary>
/// <returns> <see cref="NodePort.GetOutputValue"/> </returns>
public float GetInputSum(float fallback) {
var objs = GetInputValues();
if (objs.Length == 0)
{
return fallback;
}
float result = 0;
for (var i = 0; i < objs.Length; i++) {
if (objs[i] is float)
{
result += (float) objs[i];
}
}
return result;
}
/// <summary> Return the sum of all inputs. </summary>
/// <returns> <see cref="NodePort.GetOutputValue"/> </returns>
public int GetInputSum(int fallback) {
var objs = GetInputValues();
if (objs.Length == 0)
{
return fallback;
}
var result = 0;
for (var i = 0; i < objs.Length; i++) {
if (objs[i] is int)
{
result += (int) objs[i];
}
}
return result;
}
/// <summary> Connect this <see cref="NodePort"/> to another </summary>
/// <param name="port">The <see cref="NodePort"/> to connect to</param>
public void Connect(NodePort port) {
if (connections == null)
{
connections = new List<PortConnection>();
}
if (port == null) { Debug.LogWarning("Cannot connect to null port"); return; }
if (port == this) { Debug.LogWarning("Cannot connect port to self."); return; }
if (IsConnectedTo(port)) { Debug.LogWarning("Port already connected. "); return; }
if (direction == port.direction) { Debug.LogWarning("Cannot connect two " + (direction == IO.Input ? "input" : "output") + " connections"); return; }
#if UNITY_EDITOR
UnityEditor.Undo.RecordObject(node, "Connect Port");
UnityEditor.Undo.RecordObject(port.node, "Connect Port");
#endif
if (port.connectionType == Node.ConnectionType.Override && port.ConnectionCount != 0) { port.ClearConnections(); }
if (connectionType == Node.ConnectionType.Override && ConnectionCount != 0) { ClearConnections(); }
connections.Add(new PortConnection(port));
if (port.connections == null)
{
port.connections = new List<PortConnection>();
}
if (!port.IsConnectedTo(this))
{
port.connections.Add(new PortConnection(this));
}
node.OnCreateConnection(this, port);
port.node.OnCreateConnection(this, port);
}
public List<NodePort> GetConnections() {
List<NodePort> result = new List<NodePort>();
for (var i = 0; i < connections.Count; i++) {
NodePort port = GetConnection(i);
if (port != null)
{
result.Add(port);
}
}
return result;
}
public NodePort GetConnection(int i) {
//If the connection is broken for some reason, remove it.
if (connections[i].node == null || string.IsNullOrEmpty(connections[i].fieldName)) {
connections.RemoveAt(i);
return null;
}
NodePort port = connections[i].node.GetPort(connections[i].fieldName);
if (port == null) {
connections.RemoveAt(i);
return null;
}
return port;
}
/// <summary> Get index of the connection connecting this and specified ports </summary>
public int GetConnectionIndex(NodePort port) {
for (var i = 0; i < ConnectionCount; i++) {
if (connections[i].Port == port)
{
return i;
}
}
return -1;
}
public bool IsConnectedTo(NodePort port) {
for (var i = 0; i < connections.Count; i++) {
if (connections[i].Port == port)
{
return true;
}
}
return false;
}
/// <summary> Returns true if this port can connect to specified port </summary>
public bool CanConnectTo(NodePort port) {
// Figure out which is input and which is output
NodePort input = null, output = null;
if (IsInput)
{
input = this;
}
else
{
output = this;
}
if (port.IsInput)
{
input = port;
}
else
{
output = port;
}
// If there isn't one of each, they can't connect
if (input == null || output == null)
{
return false;
}
// Check input type constraints
if (input.typeConstraint == XNode.Node.TypeConstraint.Inherited && !input.ValueType.IsAssignableFrom(output.ValueType))
{
return false;
}
if (input.typeConstraint == XNode.Node.TypeConstraint.Strict && input.ValueType != output.ValueType)
{
return false;
}
if (input.typeConstraint == XNode.Node.TypeConstraint.InheritedInverse && !output.ValueType.IsAssignableFrom(input.ValueType))
{
return false;
}
if (input.typeConstraint == XNode.Node.TypeConstraint.InheritedAny && !input.ValueType.IsAssignableFrom(output.ValueType) && !output.ValueType.IsAssignableFrom(input.ValueType))
{
return false;
}
// Check output type constraints
if (output.typeConstraint == XNode.Node.TypeConstraint.Inherited && !input.ValueType.IsAssignableFrom(output.ValueType))
{
return false;
}
if (output.typeConstraint == XNode.Node.TypeConstraint.Strict && input.ValueType != output.ValueType)
{
return false;
}
if (output.typeConstraint == XNode.Node.TypeConstraint.InheritedInverse && !output.ValueType.IsAssignableFrom(input.ValueType))
{
return false;
}
if (output.typeConstraint == XNode.Node.TypeConstraint.InheritedAny && !input.ValueType.IsAssignableFrom(output.ValueType) && !output.ValueType.IsAssignableFrom(input.ValueType))
{
return false;
}
// Success
return true;
}
/// <summary> Disconnect this port from another port </summary>
public void Disconnect(NodePort port) {
// Remove this ports connection to the other
for (var i = connections.Count - 1; i >= 0; i--) {
if (connections[i].Port == port) {
connections.RemoveAt(i);
}
}
if (port != null) {
// Remove the other ports connection to this port
for (var i = 0; i < port.connections.Count; i++) {
if (port.connections[i].Port == this) {
port.connections.RemoveAt(i);
// Trigger OnRemoveConnection from this side port
port.node.OnRemoveConnection(port);
}
}
}
// Trigger OnRemoveConnection
node.OnRemoveConnection(this);
}
/// <summary> Disconnect this port from another port </summary>
public void Disconnect(int i) {
// Remove the other ports connection to this port
NodePort otherPort = connections[i].Port;
if (otherPort != null) {
otherPort.connections.RemoveAll(it => { return it.Port == this; });
}
// Remove this ports connection to the other
connections.RemoveAt(i);
// Trigger OnRemoveConnection
node.OnRemoveConnection(this);
if (otherPort != null)
{
otherPort.node.OnRemoveConnection(otherPort);
}
}
public void ClearConnections() {
while (connections.Count > 0) {
Disconnect(connections[0].Port);
}
}
/// <summary> Get reroute points for a given connection. This is used for organization </summary>
public List<Vector2> GetReroutePoints(int index) {
return connections[index].reroutePoints;
}
/// <summary> Swap connections with another node </summary>
public void SwapConnections(NodePort targetPort) {
var aConnectionCount = connections.Count;
var bConnectionCount = targetPort.connections.Count;
List<NodePort> portConnections = new List<NodePort>();
List<NodePort> targetPortConnections = new List<NodePort>();
// Cache port connections
for (var i = 0; i < aConnectionCount; i++)
{
portConnections.Add(connections[i].Port);
}
// Cache target port connections
for (var i = 0; i < bConnectionCount; i++)
{
targetPortConnections.Add(targetPort.connections[i].Port);
}
ClearConnections();
targetPort.ClearConnections();
// Add port connections to targetPort
for (var i = 0; i < portConnections.Count; i++)
{
targetPort.Connect(portConnections[i]);
}
// Add target port connections to this one
for (var i = 0; i < targetPortConnections.Count; i++)
{
Connect(targetPortConnections[i]);
}
}
/// <summary> Copy all connections pointing to a node and add them to this one </summary>
public void AddConnections(NodePort targetPort) {
var connectionCount = targetPort.ConnectionCount;
for (var i = 0; i < connectionCount; i++) {
PortConnection connection = targetPort.connections[i];
NodePort otherPort = connection.Port;
Connect(otherPort);
}
}
/// <summary> Move all connections pointing to this node, to another node </summary>
public void MoveConnections(NodePort targetPort) {
var connectionCount = connections.Count;
// Add connections to target port
for (var i = 0; i < connectionCount; i++) {
PortConnection connection = targetPort.connections[i];
NodePort otherPort = connection.Port;
Connect(otherPort);
}
ClearConnections();
}
/// <summary> Swap connected nodes from the old list with nodes from the new list </summary>
public void Redirect(List<Node> oldNodes, List<Node> newNodes) {
foreach (PortConnection connection in connections) {
var index = oldNodes.IndexOf(connection.node);
if (index >= 0)
{
connection.node = newNodes[index];
}
}
}
[Serializable]
private class PortConnection {
[SerializeField] public string fieldName;
[SerializeField] public Node node;
public NodePort Port { get { return port != null ? port : port = GetPort(); } }
[NonSerialized] private NodePort port;
/// <summary> Extra connection path points for organization </summary>
[SerializeField] public List<Vector2> reroutePoints = new List<Vector2>();
public PortConnection(NodePort port) {
this.port = port;
node = port.node;
fieldName = port.fieldName;
}
/// <summary> Returns the port that this <see cref="PortConnection"/> points to </summary>
private NodePort GetPort() {
if (node == null || string.IsNullOrEmpty(fieldName))
{
return null;
}
return node.GetPort(fieldName);
}
}
}
}

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