1
0
mirror of https://github.com/Siccity/xNode.git synced 2025-12-20 01:06:01 +08:00
xNode/Scripts/NodePort.cs
2019-04-14 03:40:40 +02:00

357 lines
16 KiB
C#

using System;
using System.Collections.Generic;
using System.Reflection;
using UnityEngine;
namespace XNode {
[Serializable]
public class NodePort {
public enum IO { Input, Output }
public int ConnectionCount { get { return connections.Count; } }
/// <summary> Return the first non-null connection </summary>
public NodePort Connection {
get {
for (int i = 0; i < connections.Count; i++) {
if (connections[i] != null) return connections[i].Port;
}
return null;
}
}
public IO direction { get { return _direction; } }
public Node.ConnectionType connectionType { get { return _connectionType; } }
public Node.TypeConstraint typeConstraint { get { return _typeConstraint; } }
/// <summary> Is this port connected to anytihng? </summary>
public bool IsConnected { get { return connections.Count != 0; } }
public bool IsInput { get { return direction == IO.Input; } }
public bool IsOutput { get { return direction == IO.Output; } }
public Delegate targetDelegate;
public string fieldName { get { return _fieldName; } }
public Node node { get { return _node; } }
public bool IsDynamic { get { return _dynamic; } }
public bool IsStatic { get { return !_dynamic; } }
public Type ValueType {
get {
if (valueType == null && !string.IsNullOrEmpty(_typeQualifiedName)) valueType = Type.GetType(_typeQualifiedName, false);
return valueType;
}
set {
valueType = value;
if (value != null) _typeQualifiedName = value.AssemblyQualifiedName;
}
}
private Type valueType;
[SerializeField] private string _fieldName;
[SerializeField] private Node _node;
[SerializeField] private string _typeQualifiedName;
[SerializeField] private List<PortConnection> connections = new List<PortConnection>();
[SerializeField] private IO _direction;
[SerializeField] private Node.ConnectionType _connectionType;
[SerializeField] private Node.TypeConstraint _typeConstraint;
[SerializeField] private bool _dynamic;
/// <summary> Construct a static targetless nodeport. Used as a template. </summary>
public NodePort(FieldInfo fieldInfo) {
_fieldName = fieldInfo.Name;
ValueType = fieldInfo.FieldType;
_dynamic = false;
var attribs = fieldInfo.GetCustomAttributes(false);
for (int i = 0; i < attribs.Length; i++) {
if (attribs[i] is Node.InputAttribute) {
_direction = IO.Input;
_connectionType = (attribs[i] as Node.InputAttribute).connectionType;
_typeConstraint = (attribs[i] as Node.InputAttribute).typeConstraint;
} else if (attribs[i] is Node.OutputAttribute) {
_direction = IO.Output;
_connectionType = (attribs[i] as Node.OutputAttribute).connectionType;
}
}
}
/// <summary> Copy a nodePort but assign it to another node. </summary>
public NodePort(NodePort nodePort, Node node) {
_fieldName = nodePort._fieldName;
ValueType = nodePort.valueType;
_direction = nodePort.direction;
_dynamic = nodePort._dynamic;
_connectionType = nodePort._connectionType;
_typeConstraint = nodePort._typeConstraint;
_node = node;
}
/// <summary> Construct a dynamic port. Dynamic ports are not forgotten on reimport, and is ideal for runtime-created ports. </summary>
public NodePort(string fieldName, Type type, IO direction, Node.ConnectionType connectionType, Node.TypeConstraint typeConstraint, Node node) {
_fieldName = fieldName;
this.ValueType = type;
_direction = direction;
_node = node;
_dynamic = true;
_connectionType = connectionType;
_typeConstraint = typeConstraint;
}
/// <summary> Initialize the delegate for this NodePort. </summary>
/// <param name="initializer">Supply the GetDelegate method in the parent node. </param>
public void Initialize(Func<string, Delegate> initializer) {
targetDelegate = initializer(fieldName);
}
/// <summary> Checks all connections for invalid references, and removes them. </summary>
public void VerifyConnections() {
for (int i = connections.Count - 1; i >= 0; i--) {
if (connections[i].node != null &&
!string.IsNullOrEmpty(connections[i].fieldName) &&
connections[i].node.GetPort(connections[i].fieldName) != null)
continue;
connections.RemoveAt(i);
}
}
/// <summary> Return the output value of this node through its parent nodes GetValue override method. </summary>
/// <returns> <see cref="Node.GetValue(NodePort)"/> </returns>
public T GetOutputValue<T>() {
if (direction == IO.Input) return default(T);
if (targetDelegate == null) Initialize(node.GetDelegate);
Func<T> func = targetDelegate as Func<T>;
if (func != null)
return func();
return default(T); //default
}
/// <summary> Return the output value of the first connected port. Returns null if none found or invalid.</summary>
/// <returns> <see cref="NodePort.GetOutputValue"/> </returns>
public T GetInputValue<T>() {
NodePort connectedPort = Connection;
if (connectedPort == null) return default(T);
return connectedPort.GetOutputValue<T>();
}
/// <summary> Return the output values of all connected ports. </summary>
/// <returns> <see cref="NodePort.GetOutputValue"/> </returns>
public T[] GetInputValues<T>() {
T[] ts = new T[ConnectionCount];
for (int i = 0; i < ConnectionCount; i++) {
NodePort connectedPort = connections[i].Port;
if (connectedPort == null) { // if we happen to find a null port, remove it and look again
connections.RemoveAt(i);
i--;
continue;
}
ts[i] = connectedPort.GetOutputValue<T>();
}
return ts;
}
/// <summary> Connect this <see cref="NodePort"/> to another </summary>
/// <param name="port">The <see cref="NodePort"/> to connect to</param>
public void Connect(NodePort port) {
if (connections == null) connections = new List<PortConnection>();
if (port == null) { Debug.LogWarning("Cannot connect to null port"); return; }
if (port == this) { Debug.LogWarning("Cannot connect port to self."); return; }
if (IsConnectedTo(port)) { Debug.LogWarning("Port already connected. "); return; }
if (direction == port.direction) { Debug.LogWarning("Cannot connect two " + (direction == IO.Input ? "input" : "output") + " connections"); return; }
if (port.connectionType == Node.ConnectionType.Override && port.ConnectionCount != 0) { port.ClearConnections(); }
if (connectionType == Node.ConnectionType.Override && ConnectionCount != 0) { ClearConnections(); }
connections.Add(new PortConnection(port));
if (port.connections == null) port.connections = new List<PortConnection>();
if (!port.IsConnectedTo(this)) port.connections.Add(new PortConnection(this));
node.OnCreateConnection(this, port);
port.node.OnCreateConnection(this, port);
}
public List<NodePort> GetConnections() {
List<NodePort> result = new List<NodePort>();
for (int i = 0; i < connections.Count; i++) {
NodePort port = GetConnection(i);
if (port != null) result.Add(port);
}
return result;
}
public NodePort GetConnection(int i) {
//If the connection is broken for some reason, remove it.
if (connections[i].node == null || string.IsNullOrEmpty(connections[i].fieldName)) {
connections.RemoveAt(i);
return null;
}
NodePort port = connections[i].node.GetPort(connections[i].fieldName);
if (port == null) {
connections.RemoveAt(i);
return null;
}
return port;
}
/// <summary> Get index of the connection connecting this and specified ports </summary>
public int GetConnectionIndex(NodePort port) {
for (int i = 0; i < ConnectionCount; i++) {
if (connections[i].Port == port) return i;
}
return -1;
}
public bool IsConnectedTo(NodePort port) {
for (int i = 0; i < connections.Count; i++) {
if (connections[i].Port == port) return true;
}
return false;
}
/// <summary> Returns true if this port can connect to specified port </summary>
public bool CanConnectTo(NodePort port) {
// Figure out which is input and which is output
NodePort input = null, output = null;
if (IsInput) input = this;
else output = this;
if (port.IsInput) input = port;
else output = port;
// If there isn't one of each, they can't connect
if (input == null || output == null) return false;
// Check type constraints
if (input.typeConstraint == XNode.Node.TypeConstraint.Inherited && !input.ValueType.IsAssignableFrom(output.ValueType)) return false;
if (input.typeConstraint == XNode.Node.TypeConstraint.Strict && input.ValueType != output.ValueType) return false;
// Success
return true;
}
/// <summary> Disconnect this port from another port </summary>
public void Disconnect(NodePort port) {
// Remove this ports connection to the other
for (int i = connections.Count - 1; i >= 0; i--) {
if (connections[i].Port == port) {
connections.RemoveAt(i);
}
}
if (port != null) {
// Remove the other ports connection to this port
for (int i = 0; i < port.connections.Count; i++) {
if (port.connections[i].Port == this) {
port.connections.RemoveAt(i);
}
}
}
// Trigger OnRemoveConnection
node.OnRemoveConnection(this);
if (port != null) port.node.OnRemoveConnection(port);
}
/// <summary> Disconnect this port from another port </summary>
public void Disconnect(int i) {
// Remove the other ports connection to this port
NodePort otherPort = connections[i].Port;
if (otherPort != null) {
for (int k = 0; k < otherPort.connections.Count; k++) {
if (otherPort.connections[k].Port == this) {
otherPort.connections.RemoveAt(i);
}
}
}
// Remove this ports connection to the other
connections.RemoveAt(i);
// Trigger OnRemoveConnection
node.OnRemoveConnection(this);
if (otherPort != null) otherPort.node.OnRemoveConnection(otherPort);
}
public void ClearConnections() {
while (connections.Count > 0) {
Disconnect(connections[0].Port);
}
}
/// <summary> Get reroute points for a given connection. This is used for organization </summary>
public List<Vector2> GetReroutePoints(int index) {
return connections[index].reroutePoints;
}
/// <summary> Swap connections with another node </summary>
public void SwapConnections(NodePort targetPort) {
int aConnectionCount = connections.Count;
int bConnectionCount = targetPort.connections.Count;
List<NodePort> portConnections = new List<NodePort>();
List<NodePort> targetPortConnections = new List<NodePort>();
// Cache port connections
for (int i = 0; i < aConnectionCount; i++)
portConnections.Add(connections[i].Port);
// Cache target port connections
for (int i = 0; i < bConnectionCount; i++)
targetPortConnections.Add(targetPort.connections[i].Port);
ClearConnections();
targetPort.ClearConnections();
// Add port connections to targetPort
for (int i = 0; i < portConnections.Count; i++)
targetPort.Connect(portConnections[i]);
// Add target port connections to this one
for (int i = 0; i < targetPortConnections.Count; i++)
Connect(targetPortConnections[i]);
}
/// <summary> Copy all connections pointing to a node and add them to this one </summary>
public void AddConnections(NodePort targetPort) {
int connectionCount = targetPort.ConnectionCount;
for (int i = 0; i < connectionCount; i++) {
PortConnection connection = targetPort.connections[i];
NodePort otherPort = connection.Port;
Connect(otherPort);
}
}
/// <summary> Move all connections pointing to this node, to another node </summary>
public void MoveConnections(NodePort targetPort) {
int connectionCount = connections.Count;
// Add connections to target port
for (int i = 0; i < connectionCount; i++) {
PortConnection connection = targetPort.connections[i];
NodePort otherPort = connection.Port;
Connect(otherPort);
}
ClearConnections();
}
/// <summary> Swap connected nodes from the old list with nodes from the new list </summary>
public void Redirect(List<Node> oldNodes, List<Node> newNodes) {
foreach (PortConnection connection in connections) {
int index = oldNodes.IndexOf(connection.node);
if (index >= 0) connection.node = newNodes[index];
}
}
[Serializable]
private class PortConnection {
[SerializeField] public string fieldName;
[SerializeField] public Node node;
public NodePort Port { get { return port != null ? port : port = GetPort(); } }
[NonSerialized] private NodePort port;
/// <summary> Extra connection path points for organization </summary>
[SerializeField] public List<Vector2> reroutePoints = new List<Vector2>();
public PortConnection(NodePort port) {
this.port = port;
node = port.node;
fieldName = port.fieldName;
}
/// <summary> Returns the port that this <see cref="PortConnection"/> points to </summary>
private NodePort GetPort() {
if (node == null || string.IsNullOrEmpty(fieldName)) return null;
return node.GetPort(fieldName);
}
}
}
}