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

Restructure files

This commit is contained in:
Oli 2023-01-09 19:45:50 +00:00
parent 5967cef277
commit d2b4b55872
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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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TextScriptImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

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fileFormatVersion: 2
guid: 94d4fd78d9120634ebe0e8717610c412
folderAsset: yes
timeCreated: 1505418345
licenseType: Free
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
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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)
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;
}
}
}
}

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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) {
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.");
}
}
}
}

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@ -1,95 +1,95 @@
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() {
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;
}
}
}

View File

@ -1,317 +1,317 @@
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 {
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;
}
}
}
}

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@ -1,216 +1,216 @@
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
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();
}
}
}
}

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README.md
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<img align="right" width="100" height="100" src="https://user-images.githubusercontent.com/37786733/41541140-71602302-731a-11e8-9434-79b3a57292b6.png">
[![Discord](https://img.shields.io/discord/361769369404964864.svg)](https://discord.gg/qgPrHv4)
[![GitHub issues](https://img.shields.io/github/issues/Siccity/xNode.svg)](https://github.com/Siccity/xNode/issues)
[![GitHub license](https://img.shields.io/badge/license-MIT-blue.svg)](https://raw.githubusercontent.com/Siccity/xNode/master/LICENSE.md)
[![GitHub Wiki](https://img.shields.io/badge/wiki-available-brightgreen.svg)](https://github.com/Siccity/xNode/wiki)
[![openupm](https://img.shields.io/npm/v/com.github.siccity.xnode?label=openupm&registry_uri=https://package.openupm.com)](https://openupm.com/packages/com.github.siccity.xnode/)
[Downloads](https://github.com/Siccity/xNode/releases) / [Asset Store](http://u3d.as/108S) / [Documentation](https://github.com/Siccity/xNode/wiki)
Support xNode on [Ko-fi](https://ko-fi.com/Z8Z5DYWA) or [Patreon](https://www.patreon.com/thorbrigsted)
For full Odin support, consider using [KAJed82's fork](https://github.com/KAJed82/xNode)
### xNode
Thinking of developing a node-based plugin? Then this is for you. You can download it as an archive and unpack to a new unity project, or connect it as git submodule.
xNode is super userfriendly, intuitive and will help you reap the benefits of node graphs in no time.
With a minimal footprint, it is ideal as a base for custom state machines, dialogue systems, decision makers etc.
<p align="center">
<img src="https://user-images.githubusercontent.com/6402525/53689100-3821e680-3d4e-11e9-8440-e68bd802bfd9.png">
</p>
### Key features
* Lightweight in runtime
* Very little boilerplate code
* Strong separation of editor and runtime code
* No runtime reflection (unless you need to edit/build node graphs at runtime. In this case, all reflection is cached.)
* Does not rely on any 3rd party plugins
* Custom node inspector code is very similar to regular custom inspector code
* Supported from Unity 5.3 and up
### Wiki
* [Getting started](https://github.com/Siccity/xNode/wiki/Getting%20Started) - create your very first node node and graph
* [Examples branch](https://github.com/Siccity/xNode/tree/examples) - look at other small projects
### Installation
<details><summary>Instructions</summary>
### Installing with Unity Package Manager
***Via Git URL***
*(Requires Unity version 2018.3.0b7 or above)*
To install this project as a [Git dependency](https://docs.unity3d.com/Manual/upm-git.html) using the Unity Package Manager,
add the following line to your project's `manifest.json`:
```
"com.github.siccity.xnode": "https://github.com/siccity/xNode.git"
```
You will need to have Git installed and available in your system's PATH.
If you are using [Assembly Definitions](https://docs.unity3d.com/Manual/ScriptCompilationAssemblyDefinitionFiles.html) in your project, you will need to add `XNode` and/or `XNodeEditor` as Assembly Definition References.
***Via OpenUPM***
The package is available on the [openupm registry](https://openupm.com). It's recommended to install it via [openupm-cli](https://github.com/openupm/openupm-cli).
```
openupm add com.github.siccity.xnode
```
### Installing with git
***Via Git Submodule***
To add xNode as a [submodule](https://git-scm.com/book/en/v2/Git-Tools-Submodules) in your existing git project,
run the following git command from your project root:
```
git submodule add git@github.com:Siccity/xNode.git Assets/Submodules/xNode
```
### Installing 'the old way'
If no source control or package manager is available to you, you can simply copy/paste the source files into your assets folder.
</details>
### Node example:
```csharp
// public classes deriving from Node are registered as nodes for use within a graph
public class MathNode : Node {
// Adding [Input] or [Output] is all you need to do to register a field as a valid port on your node
[Input] public float a;
[Input] public float b;
// The value of an output node field is not used for anything, but could be used for caching output results
[Output] public float result;
[Output] public float sum;
// The value of 'mathType' will be displayed on the node in an editable format, similar to the inspector
public MathType mathType = MathType.Add;
public enum MathType { Add, Subtract, Multiply, Divide}
// GetValue should be overridden to return a value for any specified output port
public override object GetValue(NodePort port) {
// Get new a and b values from input connections. Fallback to field values if input is not connected
float a = GetInputValue<float>("a", this.a);
float b = GetInputValue<float>("b", this.b);
// After you've gotten your input values, you can perform your calculations and return a value
if (port.fieldName == "result")
switch(mathType) {
case MathType.Add: default: return a + b;
case MathType.Subtract: return a - b;
case MathType.Multiply: return a * b;
case MathType.Divide: return a / b;
}
else if (port.fieldName == "sum") return a + b;
else return 0f;
}
}
```
### Plugins
Plugins are repositories that add functionality to xNode
* [xNodeGroups](https://github.com/Siccity/xNodeGroups): adds resizable groups
### Community
Join the [Discord](https://discord.gg/qgPrHv4 "Join Discord server") server to leave feedback or get support.
Feel free to also leave suggestions/requests in the [issues](https://github.com/Siccity/xNode/issues "Go to Issues") page.

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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";
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]);
}
}
}
}

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@ -1,124 +1,124 @@
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 (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
}
}

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@ -1,418 +1,418 @@
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;
}
}
}
/// <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 (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;
}
}
}
/// <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);
}
}
}
}