using System.Collections; using System.Collections.Generic; using UnityEngine; using System; /// Base class for all nodes [Serializable] public abstract class Node { /// Name of the node public string name = ""; [NonSerialized] public NodeGraph graph; public string NodeType { get { return nodeType; } } [SerializeField] private string nodeType; [SerializeField] public Rect position = new Rect(0,0,200,200); [SerializeField] protected NodePort[] inputs = new NodePort[0]; [SerializeField] protected NodePort[] outputs = new NodePort[0]; public int InputCount { get { return inputs.Length; } } public int OutputCount { get { return outputs.Length; } } protected Node() { nodeType = GetType().ToString(); Init(); } protected abstract void Init(); public int GetInputId(NodePort input) { for (int i = 0; i < inputs.Length; i++) { if (input == inputs[i]) return i; } return -1; } public int GetOutputId(NodePort output) { for (int i = 0; i < outputs.Length; i++) { if (output == outputs[i]) return i; } return -1; } public NodePort GetInput(int portId) { return inputs[portId]; } public NodePort GetOutput(int portId) { return outputs[portId]; } public NodePort CreateNodeInput(string name, Type type) { return new NodePort(name, type, this, NodePort.IO.Input); } public NodePort CreateNodeOutput(string name, Type type) { return new NodePort(name, type, this, NodePort.IO.Output); } public void FinalizeDeserialization() { for (int i = 0; i < outputs.Length; i++) { outputs[i].FinalizeDeserialization(); } } public void ClearConnections() { for (int i = 0; i < inputs.Length; i++) { inputs[i].ClearConnections(); } for (int i = 0; i < outputs.Length; i++) { outputs[i].ClearConnections(); } } public override int GetHashCode() { return JsonUtility.ToJson(this).GetHashCode(); } }