using System.Collections;
using System.Collections.Generic;
using System.Linq;
using System.Reflection;
using UnityEditor;
using UnityEngine;
/// Precaches reflection data in editor so we won't have to do it runtime
public static class NodeDataCache {
private static PortDataCache portDataCache;
private static bool Initialized { get { return portDataCache != null; } }
/// Checks for invalid and removes them.
/// Checks for missing ports and adds them.
/// Checks for invalid connections and removes them.
public static void UpdatePorts(Node node, List inputs, List outputs) {
if (!Initialized) BuildCache();
List inputPorts = new List();
List outputPorts = new List();
System.Type nodeType = node.GetType();
inputPorts = new List();
outputPorts = new List();
if (!portDataCache.ContainsKey(nodeType)) return;
for (int i = 0; i < portDataCache[nodeType].Count; i++) {
if (portDataCache[nodeType][i].direction == NodePort.IO.Input) inputPorts.Add(new NodePort(portDataCache[nodeType][i], node));
else outputPorts.Add(new NodePort(portDataCache[nodeType][i], node));
}
for (int i = inputs.Count - 1; i >= 0; i--) {
int index = inputPorts.FindIndex(x => inputs[i].fieldName == x.fieldName);
//If input nodeport does not exist, remove it
if (index == -1) inputs.RemoveAt(i);
//If input nodeport does exist, update it
else inputs[i].type = inputPorts[index].type;
}
for (int i = outputs.Count - 1; i >= 0; i--) {
int index = outputPorts.FindIndex(x => outputs[i].fieldName == x.fieldName);
//If output nodeport does not exist, remove it
if (index == -1) outputs.RemoveAt(i);
//If output nodeport does exist, update it
else outputs[i].type = outputPorts[index].type;
}
//Add
for (int i = 0; i < inputPorts.Count; i++) {
//If inputports contains a new port, add it
if (!inputs.Any(x => x.fieldName == inputPorts[i].fieldName)) inputs.Add(inputPorts[i]);
}
for (int i = 0; i < outputPorts.Count; i++) {
//If inputports contains a new port, add it
if (!outputs.Any(x => x.fieldName == outputPorts[i].fieldName)) outputs.Add(outputPorts[i]);
}
}
private static void BuildCache() {
portDataCache = new PortDataCache();
System.Type baseType = typeof(Node);
Assembly assembly = Assembly.GetAssembly(baseType);
System.Type[] nodeTypes = assembly.GetTypes().Where(t =>
!t.IsAbstract &&
baseType.IsAssignableFrom(t)
).ToArray();
for (int i = 0; i < nodeTypes.Length; i++) {
CachePorts(nodeTypes[i]);
}
}
private static void CachePorts(System.Type nodeType) {
System.Reflection.FieldInfo[] fieldInfo = nodeType.GetFields();
for (int i = 0; i < fieldInfo.Length; i++) {
//Get InputAttribute and OutputAttribute
object[] attribs = fieldInfo[i].GetCustomAttributes(false);
Node.InputAttribute inputAttrib = attribs.FirstOrDefault(x => x is Node.InputAttribute) as Node.InputAttribute;
Node.OutputAttribute outputAttrib = attribs.FirstOrDefault(x => x is Node.OutputAttribute) as Node.OutputAttribute;
if (inputAttrib == null && outputAttrib == null) continue;
if (inputAttrib != null && outputAttrib != null) Debug.LogError("Field " + fieldInfo + " cannot be both input and output.");
else {
if (!portDataCache.ContainsKey(nodeType)) portDataCache.Add(nodeType, new List());
portDataCache[nodeType].Add(new NodePort(fieldInfo[i]));
}
}
}
[System.Serializable]
private class PortDataCache : Dictionary>, ISerializationCallbackReceiver {
[SerializeField] private List keys = new List();
[SerializeField] private List> values = new List>();
// save the dictionary to lists
public void OnBeforeSerialize() {
keys.Clear();
values.Clear();
foreach (var pair in this) {
keys.Add(pair.Key);
values.Add(pair.Value);
}
}
// load dictionary from lists
public void OnAfterDeserialize() {
this.Clear();
if (keys.Count != values.Count)
throw new System.Exception(string.Format("there are {0} keys and {1} 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]);
}
}
}