mirror of
https://github.com/Siccity/xNode.git
synced 2025-12-20 09:16:01 +08:00
155 lines
7.6 KiB
C#
155 lines
7.6 KiB
C#
using System.Collections.Generic;
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using System.Linq;
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using System.Reflection;
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using UnityEngine;
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namespace XNode {
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/// <summary> Precaches reflection data in editor so we won't have to do it runtime </summary>
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public static class NodeDataCache {
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private static PortDataCache portDataCache;
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private static bool Initialized { get { return portDataCache != null; } }
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/// <summary> Update static ports to reflect class fields. </summary>
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public static void UpdatePorts(Node node, Dictionary<string, NodePort> ports) {
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if (!Initialized) BuildCache();
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Dictionary<string, NodePort> staticPorts = new Dictionary<string, NodePort>();
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Dictionary<string, List<NodePort>> removedPorts = new Dictionary<string, List<NodePort>>();
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System.Type nodeType = node.GetType();
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List<NodePort> typePortCache;
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if (portDataCache.TryGetValue(nodeType, out typePortCache)) {
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for (int i = 0; i < typePortCache.Count; i++) {
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staticPorts.Add(typePortCache[i].fieldName, portDataCache[nodeType][i]);
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}
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}
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// Cleanup port dict - Remove nonexisting static ports - update static port types
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// Loop through current node ports
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foreach (NodePort port in ports.Values.ToList()) {
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// If port still exists, check it it has been changed
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NodePort staticPort;
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if (staticPorts.TryGetValue(port.fieldName, out staticPort)) {
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// If port exists but with wrong settings, remove it. Re-add it later.
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if (port.IsDynamic || port.direction != staticPort.direction || port.connectionType != staticPort.connectionType || port.typeConstraint != staticPort.typeConstraint) {
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// If port is not dynamic and direction hasn't changed, add it to the list so we can try reconnecting the ports connections.
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if (!port.IsDynamic && port.direction == staticPort.direction) removedPorts.Add(port.fieldName, port.GetConnections());
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port.ClearConnections();
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ports.Remove(port.fieldName);
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} else port.ValueType = staticPort.ValueType;
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}
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// If port doesn't exist anymore, remove it
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else if (port.IsStatic) {
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port.ClearConnections();
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ports.Remove(port.fieldName);
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}
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}
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// Add missing ports
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foreach (NodePort staticPort in staticPorts.Values) {
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if (!ports.ContainsKey(staticPort.fieldName)) {
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NodePort port = new NodePort(staticPort, node);
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//If we just removed the port, try re-adding the connections
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List<NodePort> reconnectConnections;
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if (removedPorts.TryGetValue(staticPort.fieldName, out reconnectConnections)) {
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for (int i = 0; i < reconnectConnections.Count; i++) {
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NodePort connection = reconnectConnections[i];
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if (connection == null) continue;
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if (port.CanConnectTo(connection)) port.Connect(connection);
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}
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}
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ports.Add(staticPort.fieldName, port);
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}
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}
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}
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/// <summary> Cache node types </summary>
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private static void BuildCache() {
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portDataCache = new PortDataCache();
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System.Type baseType = typeof(Node);
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List<System.Type> nodeTypes = new List<System.Type>();
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System.Reflection.Assembly[] assemblies = System.AppDomain.CurrentDomain.GetAssemblies();
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// Loop through assemblies and add node types to list
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foreach (Assembly assembly in assemblies) {
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// Skip certain dlls to improve performance
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string assemblyName = assembly.GetName().Name;
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int index = assemblyName.IndexOf('.');
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if (index != -1) assemblyName = assemblyName.Substring(0, index);
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switch (assemblyName) {
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// The following assemblies, and sub-assemblies (eg. UnityEngine.UI) are skipped
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case "UnityEditor":
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case "UnityEngine":
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case "System":
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case "mscorlib":
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continue;
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default:
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nodeTypes.AddRange(assembly.GetTypes().Where(t => !t.IsAbstract && baseType.IsAssignableFrom(t)).ToArray());
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break;
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}
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}
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for (int i = 0; i < nodeTypes.Count; i++) {
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CachePorts(nodeTypes[i]);
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}
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}
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public static List<FieldInfo> GetNodeFields(System.Type nodeType) {
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List<System.Reflection.FieldInfo> fieldInfo = new List<System.Reflection.FieldInfo>(nodeType.GetFields(BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Instance));
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// GetFields doesnt return inherited private fields, so walk through base types and pick those up
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System.Type tempType = nodeType;
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while ((tempType = tempType.BaseType) != typeof(XNode.Node)) {
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fieldInfo.AddRange(tempType.GetFields(BindingFlags.NonPublic | BindingFlags.Instance));
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}
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return fieldInfo;
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}
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private static void CachePorts(System.Type nodeType) {
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List<System.Reflection.FieldInfo> fieldInfo = GetNodeFields(nodeType);
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for (int i = 0; i < fieldInfo.Count; i++) {
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//Get InputAttribute and OutputAttribute
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object[] attribs = fieldInfo[i].GetCustomAttributes(true);
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Node.InputAttribute inputAttrib = attribs.FirstOrDefault(x => x is Node.InputAttribute) as Node.InputAttribute;
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Node.OutputAttribute outputAttrib = attribs.FirstOrDefault(x => x is Node.OutputAttribute) as Node.OutputAttribute;
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if (inputAttrib == null && outputAttrib == null) continue;
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if (inputAttrib != null && outputAttrib != null) Debug.LogError("Field " + fieldInfo[i].Name + " of type " + nodeType.FullName + " cannot be both input and output.");
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else {
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if (!portDataCache.ContainsKey(nodeType)) portDataCache.Add(nodeType, new List<NodePort>());
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portDataCache[nodeType].Add(new NodePort(fieldInfo[i]));
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}
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}
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}
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[System.Serializable]
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private class PortDataCache : Dictionary<System.Type, List<NodePort>>, ISerializationCallbackReceiver {
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[SerializeField] private List<System.Type> keys = new List<System.Type>();
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[SerializeField] private List<List<NodePort>> values = new List<List<NodePort>>();
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// save the dictionary to lists
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public void OnBeforeSerialize() {
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keys.Clear();
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values.Clear();
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foreach (var pair in this) {
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keys.Add(pair.Key);
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values.Add(pair.Value);
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}
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}
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// load dictionary from lists
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public void OnAfterDeserialize() {
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this.Clear();
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if (keys.Count != values.Count)
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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."));
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for (int i = 0; i < keys.Count; i++)
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this.Add(keys[i], values[i]);
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}
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}
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}
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}
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