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mirror of https://github.com/Siccity/xNode.git synced 2025-12-20 17:26:02 +08:00
xNode/Scripts/NodeGraph.cs
2019-01-23 20:40:49 +01:00

118 lines
4.2 KiB
C#

using System;
using System.Collections.Generic;
using UnityEngine;
namespace XNode {
/// <summary> Base class for all node graphs </summary>
[Serializable]
public abstract class NodeGraph : ScriptableObject {
/// <summary> All nodes in the graph. <para/>
/// See: <see cref="AddNode{T}"/> </summary>
[SerializeField] public List<Node> nodes = new List<Node>();
/// <summary> All groups in the graph. <para/>
/// See: <see cref="AddGroup"/> </summary>
[SerializeField] public List<NodeGroup> groups = new List<NodeGroup>();
/// <summary> Add a node to the graph by type </summary>
public T AddNode<T>() where T : Node {
return AddNode(typeof(T)) as T;
}
/// <summary> Add a node to the graph by type </summary>
public virtual Node AddNode(Type type) {
Node.graphHotfix = this;
Node node = ScriptableObject.CreateInstance(type) as Node;
node.graph = this;
nodes.Add(node);
return node;
}
/// <summary> Creates a copy of the original node in the graph </summary>
public virtual Node CopyNode(Node original) {
Node.graphHotfix = this;
Node node = ScriptableObject.Instantiate(original);
node.graph = this;
node.ClearConnections();
nodes.Add(node);
return node;
}
/// <summary> Safely remove a node and all its connections </summary>
/// <param name="node"> The node to remove </param>
public void RemoveNode(Node node) {
node.ClearConnections();
nodes.Remove(node);
if (Application.isPlaying) Destroy(node);
}
/// <summary> Remove all nodes and connections from the graph </summary>
public void Clear() {
if (Application.isPlaying) {
for (int i = 0; i < nodes.Count; i++) {
Destroy(nodes[i]);
}
}
nodes.Clear();
}
/// <summary> Add a group to the graph</summary>
public NodeGroup AddGroup() {
NodeGroup group = ScriptableObject.CreateInstance<NodeGroup>();
group.graph = this;
groups.Add(group);
return group;
}
/// <summary> Creates a copy of the group node in the graph </summary>
public virtual NodeGroup CopyGroup(NodeGroup original) {
NodeGroup group = ScriptableObject.Instantiate(original);
group.graph = this;
groups.Add(group);
return group;
}
/// <summary> Safely remove a group </summary>
public void RemoveGroup(NodeGroup group) {
groups.Remove(group);
if (Application.isPlaying) Destroy(group);
}
/// <summary> Create a new deep copy of this graph </summary>
public XNode.NodeGraph Copy() {
// Instantiate a new nodegraph instance
NodeGraph graph = Instantiate(this);
// Instantiate all nodes inside the graph
for (int i = 0; i < nodes.Count; i++) {
if (nodes[i] == null) continue;
Node.graphHotfix = graph;
Node node = Instantiate(nodes[i]) as Node;
node.graph = graph;
graph.nodes[i] = node;
}
// Instantiate all groups inside the graph
for (int i = 0; i < groups.Count; i++) {
if (groups[i] == null) continue;
NodeGroup group = Instantiate(groups[i]) as NodeGroup;
group.graph = graph;
graph.groups[i] = group;
}
// Redirect all connections
for (int i = 0; i < graph.nodes.Count; i++) {
if (graph.nodes[i] == null) continue;
foreach (NodePort port in graph.nodes[i].Ports) {
port.Redirect(nodes, graph.nodes);
}
}
return graph;
}
private void OnDestroy() {
// Remove all nodes prior to graph destruction
Clear();
}
}
}