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mirror of https://github.com/Siccity/xNode.git synced 2025-12-20 09:16:01 +08:00
xNode/Scripts/NodeGraph.cs
2017-10-08 23:44:08 +02:00

67 lines
1.9 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System;
/// <summary> Base class for all node graphs </summary>
[Serializable]
public abstract class NodeGraph : ScriptableObject, ISerializationCallbackReceiver {
/// <summary> All nodes in the graph. <para/>
/// See: <see cref="AddNode{T}"/> </summary>
[SerializeField] public List<Node> nodes = new List<Node>();
public T AddNode<T>() where T : Node {
return AddNode(typeof(T)) as T;
}
public virtual Node AddNode(Type type) {
Node node = ScriptableObject.CreateInstance(type) as Node;
#if UNITY_EDITOR
if (!Application.isPlaying) {
UnityEditor.AssetDatabase.AddObjectToAsset(node, this);
UnityEditor.AssetDatabase.SaveAssets();
}
#endif
nodes.Add(node);
node.graph = this;
return node;
}
/// <summary> Safely remove a node and all its connections </summary>
/// <param name="node"></param>
public void RemoveNode(Node node) {
node.ClearConnections();
#if UNITY_EDITOR
if (!Application.isPlaying) {
DestroyImmediate(node, true);
UnityEditor.AssetDatabase.SaveAssets();
}
#endif
nodes.Remove(node);
}
/// <summary> Remove all nodes and connections from the graph </summary>
public void Clear() {
nodes.Clear();
}
public void OnBeforeSerialize() {
}
public void OnAfterDeserialize() {
for (int i = 0; i < nodes.Count; i++) {
nodes[i].graph = this;
}
VerifyConnections();
}
/// <summary> Checks all connections for invalid references, and removes them. </summary>
public void VerifyConnections() {
for (int i = 0; i < nodes.Count; i++) {
nodes[i].VerifyConnections();
}
}
}