using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System;
/// Base class for all nodes
[Serializable]
public abstract class Node {
/// Name of the node
public string name = "";
[NonSerialized] public NodeGraph graph;
public string NodeType { get { return nodeType; } }
[SerializeField] private string nodeType;
[SerializeField] public Rect position = new Rect(0,0,200,200);
[SerializeField] protected NodePort[] inputs = new NodePort[0];
[SerializeField] protected NodePort[] outputs = new NodePort[0];
public int InputCount { get { return inputs.Length; } }
public int OutputCount { get { return outputs.Length; } }
protected Node() {
nodeType = GetType().ToString();
Init();
}
protected abstract void Init();
public int GetInputId(NodePort input) {
for (int i = 0; i < inputs.Length; i++) {
if (input == inputs[i]) return i;
}
return -1;
}
public int GetOutputId(NodePort output) {
for (int i = 0; i < outputs.Length; i++) {
if (output == outputs[i]) return i;
}
return -1;
}
public NodePort GetInput(int portId) {
return inputs[portId];
}
public NodePort GetOutput(int portId) {
return outputs[portId];
}
public NodePort CreateNodeInput(string name, Type type) {
return new NodePort(name, type, this, NodePort.IO.Input);
}
public NodePort CreateNodeOutput(string name, Type type) {
return new NodePort(name, type, this, NodePort.IO.Output);
}
public void FinalizeDeserialization() {
for (int i = 0; i < outputs.Length; i++) {
outputs[i].FinalizeDeserialization();
}
}
public void ClearConnections() {
for (int i = 0; i < inputs.Length; i++) {
inputs[i].ClearConnections();
}
for (int i = 0; i < outputs.Length; i++) {
outputs[i].ClearConnections();
}
}
public override int GetHashCode() {
return JsonUtility.ToJson(this).GetHashCode();
}
}