using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System.Reflection;
using System.Linq;
/// Precaches reflection data in editor so we won't have to do it runtime
public sealed class NodeDataCache : ScriptableObject {
public static NodeDataCache instance { get {
if (!_instance)
_instance = GetInstance();
return _instance;
} }
private static NodeDataCache _instance;
[SerializeField]
private PortDataCache portDataCache = new PortDataCache();
private static NodeDataCache GetInstance() {
NodeDataCache[] ndc = Resources.FindObjectsOfTypeAll();
if (ndc == null || ndc.Length == 0) {
Debug.LogWarning("No NodeDataCache found. Creating.");
NodeDataCache n = ScriptableObject.CreateInstance();
n.BuildCache();
return n;
}
else if (ndc.Length > 1) {
Debug.LogWarning("Multiple NodeDataCaches found.");
}
return ndc[0];
}
private void OnEnable() {
_instance = this;
}
/// Return port data from cache
public static void GetPorts(Node node, ref List inputs, ref List outputs) {
//if (_instance == null) Resources.FindObjectsOfTypeAll()[0];
System.Type nodeType = node.GetType();
inputs = new List();
outputs = new List();
if (!instance.portDataCache.ContainsKey(nodeType)) return;
for (int i = 0; i < _instance.portDataCache[nodeType].Count; i++) {
if (_instance.portDataCache[nodeType][i].direction == NodePort.IO.Input) inputs.Add(new NodePort(_instance.portDataCache[nodeType][i], node));
else outputs.Add(new NodePort(_instance.portDataCache[nodeType][i], node));
}
}
#if UNITY_EDITOR
[UnityEditor.InitializeOnLoadMethod]
#endif
private static void Init() {
instance.BuildCache();
}
private void BuildCache() {
System.Type baseType = typeof(Node);
Assembly assembly = Assembly.GetAssembly(baseType);
System.Type[] nodeTypes = assembly.GetTypes().Where(t =>
!t.IsAbstract &&
baseType.IsAssignableFrom(t)
).ToArray();
portDataCache.Clear();
for (int i = 0; i < nodeTypes.Length; i++) {
CachePorts(nodeTypes[i]);
}
}
private void CachePorts(System.Type nodeType) {
List inputPorts = new List();
List outputPorts = new List();
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]);
}
}
}