2021-04-08 20:09:59 +08:00
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using System;
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using System.Collections.Generic;
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using System.Reflection;
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using UnityEngine;
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namespace XNode {
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[Serializable]
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public class NodePort {
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public enum IO { Input, Output }
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public int ConnectionCount { get { return connections.Count; } }
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/// <summary> Return the first non-null connection </summary>
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public NodePort Connection {
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get {
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for (int i = 0; i < connections.Count; i++) {
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if (connections[i] != null) return connections[i].Port;
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}
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return null;
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}
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}
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public IO direction {
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get { return _direction; }
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internal set { _direction = value; }
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}
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public Node.ConnectionType connectionType {
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get { return _connectionType; }
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internal set { _connectionType = value; }
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}
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public Node.TypeConstraint typeConstraint {
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get { return _typeConstraint; }
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internal set { _typeConstraint = value; }
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}
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/// <summary> Is this port connected to anytihng? </summary>
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public bool IsConnected { get { return connections.Count != 0; } }
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public bool IsInput { get { return direction == IO.Input; } }
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public bool IsOutput { get { return direction == IO.Output; } }
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public string fieldName { get { return _fieldName; } }
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public Node node { get { return _node; } }
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public bool IsDynamic { get { return _dynamic; } }
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public bool IsStatic { get { return !_dynamic; } }
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public Type ValueType {
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get {
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if (valueType == null && !string.IsNullOrEmpty(_typeQualifiedName)) valueType = Type.GetType(_typeQualifiedName, false);
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return valueType;
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}
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set {
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valueType = value;
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if (value != null) _typeQualifiedName = value.AssemblyQualifiedName;
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}
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}
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private Type valueType;
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[SerializeField] private string _fieldName;
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[SerializeField] private Node _node;
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[SerializeField] private string _typeQualifiedName;
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[SerializeField] private List<PortConnection> connections = new List<PortConnection>();
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[SerializeField] private IO _direction;
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[SerializeField] private Node.ConnectionType _connectionType;
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[SerializeField] private Node.TypeConstraint _typeConstraint;
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[SerializeField] private bool _dynamic;
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/// <summary> Construct a static targetless nodeport. Used as a template. </summary>
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public NodePort(FieldInfo fieldInfo) {
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_fieldName = fieldInfo.Name;
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ValueType = fieldInfo.FieldType;
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_dynamic = false;
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2021-04-11 19:50:39 +08:00
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object[] attribs = fieldInfo.GetCustomAttributes(false);
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2021-04-08 20:09:59 +08:00
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for (int i = 0; i < attribs.Length; i++) {
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if (attribs[i] is Node.InputAttribute) {
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_direction = IO.Input;
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_connectionType = (attribs[i] as Node.InputAttribute).connectionType;
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_typeConstraint = (attribs[i] as Node.InputAttribute).typeConstraint;
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} else if (attribs[i] is Node.OutputAttribute) {
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_direction = IO.Output;
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_connectionType = (attribs[i] as Node.OutputAttribute).connectionType;
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_typeConstraint = (attribs[i] as Node.OutputAttribute).typeConstraint;
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}
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}
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}
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/// <summary> Copy a nodePort but assign it to another node. </summary>
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public NodePort(NodePort nodePort, Node node) {
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_fieldName = nodePort._fieldName;
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ValueType = nodePort.valueType;
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_direction = nodePort.direction;
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_dynamic = nodePort._dynamic;
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_connectionType = nodePort._connectionType;
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_typeConstraint = nodePort._typeConstraint;
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_node = node;
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}
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/// <summary> Construct a dynamic port. Dynamic ports are not forgotten on reimport, and is ideal for runtime-created ports. </summary>
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public NodePort(string fieldName, Type type, IO direction, Node.ConnectionType connectionType, Node.TypeConstraint typeConstraint, Node node) {
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_fieldName = fieldName;
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this.ValueType = type;
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_direction = direction;
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_node = node;
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_dynamic = true;
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_connectionType = connectionType;
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_typeConstraint = typeConstraint;
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}
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/// <summary> Checks all connections for invalid references, and removes them. </summary>
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public void VerifyConnections() {
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for (int i = connections.Count - 1; i >= 0; i--) {
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if (connections[i].node != null &&
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!string.IsNullOrEmpty(connections[i].fieldName) &&
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connections[i].node.GetPort(connections[i].fieldName) != null)
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continue;
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connections.RemoveAt(i);
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}
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}
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/// <summary> Return the output value of this node through its parent nodes GetValue override method. </summary>
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/// <returns> <see cref="Node.GetValue(NodePort)"/> </returns>
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public object GetOutputValue() {
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if (direction == IO.Input) return null;
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return node.GetValue(this);
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}
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/// <summary> Return the output value of the first connected port. Returns null if none found or invalid.</summary>
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/// <returns> <see cref="NodePort.GetOutputValue"/> </returns>
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public object GetInputValue() {
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NodePort connectedPort = Connection;
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if (connectedPort == null) return null;
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return connectedPort.GetOutputValue();
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}
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/// <summary> Return the output values of all connected ports. </summary>
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/// <returns> <see cref="NodePort.GetOutputValue"/> </returns>
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public object[] GetInputValues() {
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object[] objs = new object[ConnectionCount];
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for (int i = 0; i < ConnectionCount; i++) {
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NodePort connectedPort = connections[i].Port;
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if (connectedPort == null) { // if we happen to find a null port, remove it and look again
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connections.RemoveAt(i);
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i--;
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continue;
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}
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objs[i] = connectedPort.GetOutputValue();
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}
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return objs;
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}
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/// <summary> Return the output value of the first connected port. Returns null if none found or invalid. </summary>
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/// <returns> <see cref="NodePort.GetOutputValue"/> </returns>
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public T GetInputValue<T>() {
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object obj = GetInputValue();
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return obj is T ? (T) obj : default(T);
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}
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/// <summary> Return the output values of all connected ports. </summary>
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/// <returns> <see cref="NodePort.GetOutputValue"/> </returns>
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public T[] GetInputValues<T>() {
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object[] objs = GetInputValues();
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T[] ts = new T[objs.Length];
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for (int i = 0; i < objs.Length; i++) {
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if (objs[i] is T) ts[i] = (T) objs[i];
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}
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return ts;
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}
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/// <summary> Return true if port is connected and has a valid input. </summary>
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/// <returns> <see cref="NodePort.GetOutputValue"/> </returns>
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public bool TryGetInputValue<T>(out T value) {
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object obj = GetInputValue();
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if (obj is T) {
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value = (T) obj;
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return true;
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} else {
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value = default(T);
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return false;
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}
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}
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/// <summary> Return the sum of all inputs. </summary>
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/// <returns> <see cref="NodePort.GetOutputValue"/> </returns>
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public float GetInputSum(float fallback) {
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object[] objs = GetInputValues();
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if (objs.Length == 0) return fallback;
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float result = 0;
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for (int i = 0; i < objs.Length; i++) {
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if (objs[i] is float) result += (float) objs[i];
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}
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return result;
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}
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/// <summary> Return the sum of all inputs. </summary>
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/// <returns> <see cref="NodePort.GetOutputValue"/> </returns>
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public int GetInputSum(int fallback) {
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object[] objs = GetInputValues();
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if (objs.Length == 0) return fallback;
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int result = 0;
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for (int i = 0; i < objs.Length; i++) {
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if (objs[i] is int) result += (int) objs[i];
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}
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return result;
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}
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/// <summary> Connect this <see cref="NodePort"/> to another </summary>
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/// <param name="port">The <see cref="NodePort"/> to connect to</param>
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public void Connect(NodePort port) {
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if (connections == null) connections = new List<PortConnection>();
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if (port == null) { Debug.LogWarning("Cannot connect to null port"); return; }
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if (port == this) { Debug.LogWarning("Cannot connect port to self."); return; }
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if (IsConnectedTo(port)) { Debug.LogWarning("Port already connected. "); return; }
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if (direction == port.direction) { Debug.LogWarning("Cannot connect two " + (direction == IO.Input ? "input" : "output") + " connections"); return; }
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#if UNITY_EDITOR
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UnityEditor.Undo.RecordObject(node, "Connect Port");
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UnityEditor.Undo.RecordObject(port.node, "Connect Port");
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#endif
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if (port.connectionType == Node.ConnectionType.Override && port.ConnectionCount != 0) { port.ClearConnections(); }
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if (connectionType == Node.ConnectionType.Override && ConnectionCount != 0) { ClearConnections(); }
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connections.Add(new PortConnection(port));
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if (port.connections == null) port.connections = new List<PortConnection>();
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if (!port.IsConnectedTo(this)) port.connections.Add(new PortConnection(this));
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node.OnCreateConnection(this, port);
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port.node.OnCreateConnection(this, port);
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}
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public List<NodePort> GetConnections() {
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List<NodePort> result = new List<NodePort>();
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for (int i = 0; i < connections.Count; i++) {
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NodePort port = GetConnection(i);
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if (port != null) result.Add(port);
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}
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return result;
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}
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public NodePort GetConnection(int i) {
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//If the connection is broken for some reason, remove it.
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if (connections[i].node == null || string.IsNullOrEmpty(connections[i].fieldName)) {
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connections.RemoveAt(i);
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return null;
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}
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NodePort port = connections[i].node.GetPort(connections[i].fieldName);
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if (port == null) {
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connections.RemoveAt(i);
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return null;
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}
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return port;
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}
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/// <summary> Get index of the connection connecting this and specified ports </summary>
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public int GetConnectionIndex(NodePort port) {
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for (int i = 0; i < ConnectionCount; i++) {
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if (connections[i].Port == port) return i;
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}
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return -1;
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}
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public bool IsConnectedTo(NodePort port) {
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for (int i = 0; i < connections.Count; i++) {
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if (connections[i].Port == port) return true;
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}
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return false;
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}
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/// <summary> Returns true if this port can connect to specified port </summary>
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public bool CanConnectTo(NodePort port) {
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// Figure out which is input and which is output
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NodePort input = null, output = null;
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if (IsInput) input = this;
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else output = this;
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if (port.IsInput) input = port;
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else output = port;
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// If there isn't one of each, they can't connect
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if (input == null || output == null) return false;
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// Check input type constraints
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if (input.typeConstraint == XNode.Node.TypeConstraint.Inherited && !input.ValueType.IsAssignableFrom(output.ValueType)) return false;
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if (input.typeConstraint == XNode.Node.TypeConstraint.Strict && input.ValueType != output.ValueType) return false;
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if (input.typeConstraint == XNode.Node.TypeConstraint.InheritedInverse && !output.ValueType.IsAssignableFrom(input.ValueType)) return false;
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// Check output type constraints
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if (output.typeConstraint == XNode.Node.TypeConstraint.Inherited && !input.ValueType.IsAssignableFrom(output.ValueType)) return false;
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if (output.typeConstraint == XNode.Node.TypeConstraint.Strict && input.ValueType != output.ValueType) return false;
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if (output.typeConstraint == XNode.Node.TypeConstraint.InheritedInverse && !output.ValueType.IsAssignableFrom(input.ValueType)) return false;
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// Success
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return true;
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}
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/// <summary> Disconnect this port from another port </summary>
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public void Disconnect(NodePort port) {
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// Remove this ports connection to the other
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for (int i = connections.Count - 1; i >= 0; i--) {
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if (connections[i].Port == port) {
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connections.RemoveAt(i);
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}
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}
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if (port != null) {
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// Remove the other ports connection to this port
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for (int i = 0; i < port.connections.Count; i++) {
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if (port.connections[i].Port == this) {
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port.connections.RemoveAt(i);
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}
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}
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}
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// Trigger OnRemoveConnection
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node.OnRemoveConnection(this);
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if (port != null) port.node.OnRemoveConnection(port);
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}
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/// <summary> Disconnect this port from another port </summary>
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public void Disconnect(int i) {
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// Remove the other ports connection to this port
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NodePort otherPort = connections[i].Port;
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if (otherPort != null) {
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|
|
|
|
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);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|