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Improved null handling
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b9e06be096
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@ -116,7 +116,7 @@ public partial class NodeEditorWindow {
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public void DrawConnections() {
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foreach (Node node in graph.nodes) {
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//If a null node is found, return. This can happen if the nodes associated script is deleted. It is currently not possible in Unity to delete a null asset.
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if (node == null) return;
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if (node == null) continue;
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for (int i = 0; i < node.OutputCount; i++) {
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NodePort output = node.outputs[i];
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@ -126,8 +126,9 @@ public partial class NodeEditorWindow {
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for (int k = 0; k < output.ConnectionCount; k++) {
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NodePort input = output.GetConnection(k);
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if (input == null) return; //If a script has been updated and the port doesn't exist, it is removed and null is returned. If this happens, return.
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if (!_portConnectionPoints.ContainsKey(input)) return;
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if (input == null) continue; //If a script has been updated and the port doesn't exist, it is removed and null is returned. If this happens, return.
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if (!input.IsConnectedTo(output)) input.Connect(output);
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if (!_portConnectionPoints.ContainsKey(input)) continue;
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Vector2 to = _portConnectionPoints[input].center;
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DrawConnection(from, to, NodeEditorPreferences.GetTypeColor(output.type));
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}
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@ -145,7 +145,7 @@ public class NodePort {
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if (direction == port.direction) { Debug.LogWarning("Cannot connect two " + (direction == IO.Input ? "input" : "output") + " connections"); return; }
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connections.Add(new PortConnection(port));
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if (port.connections == null) port.connections = new List<PortConnection>();
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port.connections.Add(new PortConnection(this));
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if (!port.IsConnectedTo(this)) port.connections.Add(new PortConnection(this));
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node.OnCreateConnection(this, port);
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port.node.OnCreateConnection(this, port);
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}
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