using System;
using System.Collections.Generic;
using UnityEngine;
namespace XNode {
/// Base class for all node graphs
[Serializable]
public abstract class NodeGraph : ScriptableObject {
/// All nodes in the graph.
/// See:
[SerializeField] public List nodes = new List();
/// Add a node to the graph by type
public T AddNode() where T : Node {
return AddNode(typeof(T)) as T;
}
/// Add a node to the graph by type
public virtual Node AddNode(Type type) {
#if UNITY_EDITOR
UnityEditor.Undo.RecordObject(this, "Add Node " + type.ToString());
#endif
Node node = ScriptableObject.CreateInstance(type) as Node;
nodes.Add(node);
node.graph = this;
#if UNITY_EDITOR
if (!Application.isPlaying) {
UnityEditor.AssetDatabase.AddObjectToAsset(node, this);
node.name = UnityEditor.ObjectNames.NicifyVariableName(node.name);
}
UnityEditor.EditorUtility.SetDirty(this);
#endif
return node;
}
/// Creates a copy of the original node in the graph
public virtual Node CopyNode(Node original) {
#if UNITY_EDITOR
UnityEditor.Undo.RecordObject(this, "Copy Node");
#endif
Node node = ScriptableObject.Instantiate(original);
node.ClearConnections();
nodes.Add(node);
node.graph = this;
#if UNITY_EDITOR
if (!Application.isPlaying) {
UnityEditor.AssetDatabase.AddObjectToAsset(node, this);
node.name = UnityEditor.ObjectNames.NicifyVariableName(node.name);
}
UnityEditor.EditorUtility.SetDirty(this);
#endif
return node;
}
/// Safely remove a node and all its connections
///
public void RemoveNode(Node node) {
#if UNITY_EDITOR
UnityEditor.Undo.RecordObject(this, "Remove Node");
#endif
node.ClearConnections();
nodes.Remove(node);
#if UNITY_EDITOR
if (!Application.isPlaying) {
DestroyImmediate(node, true);
}
UnityEditor.EditorUtility.SetDirty(this);
#endif
}
/// Remove all nodes and connections from the graph
public void Clear() {
nodes.Clear();
}
}
}