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(); } } }