Restructure files
@ -1,40 +0,0 @@
|
||||
## 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.
|
||||
@ -1,7 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: bc1db8b29c76d44648c9c86c2dfade6d
|
||||
TextScriptImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@ -1,9 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 94d4fd78d9120634ebe0e8717610c412
|
||||
folderAsset: yes
|
||||
timeCreated: 1505418345
|
||||
licenseType: Free
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@ -1,187 +1,187 @@
|
||||
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;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
1180
Scripts/Editor/NodeEditorGUI.cs → Editor/NodeEditorGUI.cs
Executable file → Normal file
@ -1,183 +1,183 @@
|
||||
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.");
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -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;
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -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;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -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();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
Before Width: | Height: | Size: 18 KiB After Width: | Height: | Size: 18 KiB |
|
Before Width: | Height: | Size: 18 KiB After Width: | Height: | Size: 18 KiB |
|
Before Width: | Height: | Size: 20 KiB After Width: | Height: | Size: 20 KiB |
|
Before Width: | Height: | Size: 20 KiB After Width: | Height: | Size: 20 KiB |
121
README.md
@ -1,121 +0,0 @@
|
||||
<img align="right" width="100" height="100" src="https://user-images.githubusercontent.com/37786733/41541140-71602302-731a-11e8-9434-79b3a57292b6.png">
|
||||
|
||||
[](https://discord.gg/qgPrHv4)
|
||||
[](https://github.com/Siccity/xNode/issues)
|
||||
[](https://raw.githubusercontent.com/Siccity/xNode/master/LICENSE.md)
|
||||
[](https://github.com/Siccity/xNode/wiki)
|
||||
[](https://openupm.com/packages/com.github.siccity.xnode/)
|
||||
|
||||
[Downloads](https://github.com/Siccity/xNode/releases) / [Asset Store](http://u3d.as/108S) / [Documentation](https://github.com/Siccity/xNode/wiki)
|
||||
|
||||
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.
|
||||
@ -1,7 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 243efae3a6b7941ad8f8e54dcf38ce8c
|
||||
TextScriptImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@ -1,9 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 657b15cb3ec32a24ca80faebf094d0f4
|
||||
guid: ed1a0425bcd8ed24db55f26e9fb193ec
|
||||
folderAsset: yes
|
||||
timeCreated: 1505418321
|
||||
licenseType: Free
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@ -1,421 +1,421 @@
|
||||
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]);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -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
|
||||
}
|
||||
}
|
||||
@ -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);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||