using System;
using System.Collections.Generic;
using UnityEngine;
namespace XNode {
/// Base class for all nodes
[Serializable]
public abstract class Node : ScriptableObject {
public enum ShowBackingValue {
/// Never show the backing value
Never,
/// Show the backing value only when the port does not have any active connections
Unconnected,
/// Always show the backing value
Always
}
/// Iterate over all ports on this node.
public IEnumerable Ports { get { foreach (NodePort port in ports.Values) yield return port; } }
/// Iterate over all outputs on this node.
public IEnumerable Outputs { get { foreach (NodePort port in Ports) { if (port.IsOutput) yield return port; } } }
/// Iterate over all inputs on this node.
public IEnumerable Inputs { get { foreach (NodePort port in Ports) { if (port.IsInput) yield return port; } } }
/// Iterate over all instane ports on this node.
public IEnumerable InstancePorts { get { foreach (NodePort port in Ports) { if (port.IsDynamic) yield return port; } } }
/// Iterate over all instance outputs on this node.
public IEnumerable InstanceOutputs { get { foreach (NodePort port in Ports) { if (port.IsDynamic && port.IsOutput) yield return port; } } }
/// Iterate over all instance inputs on this node.
public IEnumerable InstanceInputs { get { foreach (NodePort port in Ports) { if (port.IsDynamic && port.IsInput) yield return port; } } }
/// Parent
[SerializeField] public NodeGraph graph;
/// Position on the
[SerializeField] public Vector2 position;
/// Input s. It is recommended not to modify these at hand. Instead, see
[SerializeField] private NodePortDictionary ports = new NodePortDictionary();
protected void OnEnable() {
NodeDataCache.UpdatePorts(this, ports);
Init();
}
/// Initialize node. Called on creation.
protected virtual void Init() { name = GetType().Name; }
/// Checks all connections for invalid references, and removes them.
public void VerifyConnections() {
foreach (NodePort port in Ports) port.VerifyConnections();
}
#region Instance Ports
/// Returns input port at index
public NodePort AddInstanceInput(Type type, string fieldName = null) {
return AddInstancePort(type, NodePort.IO.Input, fieldName);
}
/// Returns input port at index
public NodePort AddInstanceOutput(Type type, string fieldName = null) {
return AddInstancePort(type, NodePort.IO.Output, fieldName);
}
private NodePort AddInstancePort(Type type, NodePort.IO direction, string fieldName = null) {
if (fieldName == null) {
fieldName = "instanceInput_0";
int i = 0;
while (HasPort(fieldName)) fieldName = "instanceInput_" + (++i);
} else if (HasPort(fieldName)) {
Debug.LogWarning("Port '" + fieldName + "' already exists in " + name, this);
return ports[fieldName];
}
NodePort port = new NodePort(fieldName, type, direction, this);
ports.Add(fieldName, port);
return port;
}
public bool RemoveInstancePort(string fieldName) {
NodePort port = GetPort(fieldName);
if (port == null || port.IsStatic) return false;
port.ClearConnections();
ports.Remove(fieldName);
return true;
}
#endregion
#region Ports
/// Returns output port which matches fieldName
public NodePort GetOutputPort(string fieldName) {
NodePort port = GetPort(fieldName);
if (port == null || port.direction != NodePort.IO.Output) return null;
else return port;
}
/// Returns input port which matches fieldName
public NodePort GetInputPort(string fieldName) {
NodePort port = GetPort(fieldName);
if (port == null || port.direction != NodePort.IO.Input) return null;
else return port;
}
/// Returns port which matches fieldName
public NodePort GetPort(string fieldName) {
if (ports.ContainsKey(fieldName)) return ports[fieldName];
else return null;
}
public bool HasPort(string fieldName) {
return ports.ContainsKey(fieldName);
}
#endregion
#region Inputs/Outputs
/// Return input value for a specified port. Returns fallback value if no ports are connected
/// Field name of requested input port
/// If no ports are connected, this value will be returned
public T GetInputValue(string fieldName, T fallback = default(T)) {
NodePort port = GetPort(fieldName);
if (port != null && port.IsConnected) return port.GetInputValue();
else return fallback;
}
/// Return all input values for a specified port. Returns fallback value if no ports are connected
/// Field name of requested input port
/// If no ports are connected, this value will be returned
public T[] GetInputValues(string fieldName, params T[] fallback) {
NodePort port = GetPort(fieldName);
if (port != null && port.IsConnected) return port.GetInputValues();
else return fallback;
}
/// Returns a value based on requested port output. Should be overridden before used.
/// The requested port.
public virtual object GetValue(NodePort port) {
Debug.LogWarning("No GetValue(NodePort port) override defined for " + GetType());
return null;
}
#endregion
/// Called whenever a connection is being made between two s
/// Output Input
public virtual void OnCreateConnection(NodePort from, NodePort to) { }
/// Disconnect everything from this node
public void ClearConnections() {
foreach (NodePort port in Ports) port.ClearConnections();
}
public override int GetHashCode() {
return JsonUtility.ToJson(this).GetHashCode();
}
/// Mark a serializable field as an input port. You can access this through
[AttributeUsage(AttributeTargets.Field, AllowMultiple = true)]
public class InputAttribute : Attribute {
public ShowBackingValue backingValue;
/// Mark a serializable field as an input port. You can access this through
/// Should we display the backing value for this port as an editor field?
public InputAttribute(ShowBackingValue backingValue = ShowBackingValue.Unconnected) { this.backingValue = backingValue; }
}
/// Mark a serializable field as an output port. You can access this through
[AttributeUsage(AttributeTargets.Field, AllowMultiple = true)]
public class OutputAttribute : Attribute {
public ShowBackingValue backingValue;
/// Mark a serializable field as an output port. You can access this through
/// Should we display the backing value for this port as an editor field?
public OutputAttribute(ShowBackingValue backingValue = ShowBackingValue.Never) { this.backingValue = backingValue; }
}
[AttributeUsage(AttributeTargets.Class, AllowMultiple = false)]
public class CreateNodeMenuAttribute : Attribute {
public string menuName;
/// Manually supply node class with a context menu path
/// Path to this node in the context menu
public CreateNodeMenuAttribute(string menuName) {
this.menuName = menuName;
}
}
[AttributeUsage(AttributeTargets.Class, AllowMultiple = false)]
public class NodeTint : Attribute {
public Color color;
/// Specify a color for this node type
/// Red [0.0f .. 1.0f]
/// Green [0.0f .. 1.0f]
/// Blue [0.0f .. 1.0f]
public NodeTint(float r, float g, float b) {
color = new Color(r, g, b);
}
/// Specify a color for this node type
/// HEX color value
public NodeTint(string hex) {
ColorUtility.TryParseHtmlString(hex, out color);
}
/// Specify a color for this node type
/// Red [0 .. 255]
/// Green [0 .. 255]
/// Blue [0 .. 255]
public NodeTint(byte r, byte g, byte b) {
color = new Color32(r, g, b, byte.MaxValue);
}
}
[Serializable] private class NodePortDictionary : Dictionary, ISerializationCallbackReceiver {
[SerializeField] private List keys = new List();
[SerializeField] private List values = new List();
public void OnBeforeSerialize() {
keys.Clear();
values.Clear();
foreach (KeyValuePair pair in this) {
keys.Add(pair.Key);
values.Add(pair.Value);
}
}
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]);
}
}
}
}