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; } }
/// Return the first non-null connection
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; }
internal set { _direction = value; }
}
public Node.ConnectionType connectionType {
get { return _connectionType; }
internal set { _connectionType = value; }
}
public Node.TypeConstraint typeConstraint {
get { return _typeConstraint; }
internal set { _typeConstraint = value; }
}
/// Is this port connected to anytihng?
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 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 connections = new List();
[SerializeField] private IO _direction;
[SerializeField] private Node.ConnectionType _connectionType;
[SerializeField] private Node.TypeConstraint _typeConstraint;
[SerializeField] private bool _dynamic;
/// Construct a static targetless nodeport. Used as a template.
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;
_typeConstraint = (attribs[i] as Node.OutputAttribute).typeConstraint;
}
}
}
/// Copy a nodePort but assign it to another node.
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;
}
/// Construct a dynamic port. Dynamic ports are not forgotten on reimport, and is ideal for runtime-created ports.
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;
}
/// Checks all connections for invalid references, and removes them.
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);
}
}
/// Return the output value of this node through its parent nodes GetValue override method.
///
public object GetOutputValue() {
if (direction == IO.Input) return null;
return node.GetValue(this);
}
/// Return the output value of the first connected port. Returns null if none found or invalid.
///
public object GetInputValue() {
NodePort connectedPort = Connection;
if (connectedPort == null) return null;
return connectedPort.GetOutputValue();
}
/// Return the output values of all connected ports.
///
public object[] GetInputValues() {
object[] objs = new object[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;
}
objs[i] = connectedPort.GetOutputValue();
}
return objs;
}
/// Return the output value of the first connected port. Returns null if none found or invalid.
///
public T GetInputValue() {
object obj = GetInputValue();
return obj is T ? (T) obj : default(T);
}
/// Return the output values of all connected ports.
///
public T[] GetInputValues() {
object[] objs = GetInputValues();
T[] ts = new T[objs.Length];
for (int i = 0; i < objs.Length; i++) {
if (objs[i] is T) ts[i] = (T) objs[i];
}
return ts;
}
/// Return true if port is connected and has a valid input.
///
public bool TryGetInputValue(out T value) {
object obj = GetInputValue();
if (obj is T) {
value = (T) obj;
return true;
} else {
value = default(T);
return false;
}
}
/// Return the sum of all inputs.
///
public float GetInputSum(float fallback) {
object[] objs = GetInputValues();
if (objs.Length == 0) return fallback;
float result = 0;
for (int i = 0; i < objs.Length; i++) {
if (objs[i] is float) result += (float) objs[i];
}
return result;
}
/// Return the sum of all inputs.
///
public int GetInputSum(int fallback) {
object[] objs = GetInputValues();
if (objs.Length == 0) return fallback;
int result = 0;
for (int i = 0; i < objs.Length; i++) {
if (objs[i] is int) result += (int) objs[i];
}
return result;
}
/// Connect this to another
/// The to connect to
public void Connect(NodePort port) {
if (connections == null) connections = new List();
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 UNITY_EDITOR
UnityEditor.Undo.RecordObject(node, "Connect Port");
UnityEditor.Undo.RecordObject(port.node, "Connect Port");
#endif
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();
if (!port.IsConnectedTo(this)) port.connections.Add(new PortConnection(this));
node.OnCreateConnection(this, port);
port.node.OnCreateConnection(this, port);
}
public List GetConnections() {
List result = new List();
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;
}
/// Get index of the connection connecting this and specified ports
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;
}
/// Returns true if this port can connect to specified port
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 input type constraints
#if UNITY_EDITOR
// Debug.Log(input.node.GetType().ToString()+"___"+output.node.GetType().ToString());
if (!IsConflict( input,output))
{
return false;
}
#endif
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;
if (input.typeConstraint == XNode.Node.TypeConstraint.InheritedInverse && !output.ValueType.IsAssignableFrom(input.ValueType)) return false;
// Check output type constraints
if (output.typeConstraint == XNode.Node.TypeConstraint.Inherited && !input.ValueType.IsAssignableFrom(output.ValueType)) return false;
if (output.typeConstraint == XNode.Node.TypeConstraint.Strict && input.ValueType != output.ValueType) return false;
if (output.typeConstraint == XNode.Node.TypeConstraint.InheritedInverse && !output.ValueType.IsAssignableFrom(input.ValueType)) return false;
// Success
return true;
}
#if UNITY_EDITOR
private bool IsConflict( NodePort input , NodePort output )
{
XNode.Node.CreateNodeMenuAttribute cma;
GetAttrib(input.node.GetType(), out cma);
if (cma != null && cma.isServerRecord)
{
List nodes= output.GetConnections();
for (int i = 0; i < nodes.Count; i++)
{
XNode.Node.CreateNodeMenuAttribute cma2;
if (GetAttrib(nodes[i].node.GetType(), out cma2))
{
if (cma2.isServerRecord)
{
return false;
}
}
}
}
return true;
}
public static bool GetAttrib(Type classType, out T attribOut) where T : Attribute {
object[] attribs = classType.GetCustomAttributes(typeof(T), false);
return GetAttrib(attribs, out attribOut);
}
public static bool GetAttrib(object[] attribs, out T attribOut) where T : Attribute {
for (int i = 0; i < attribs.Length; i++) {
if (attribs[i] is T) {
attribOut = attribs[i] as T;
return true;
}
}
attribOut = null;
return false;
}
#endif
/// Disconnect this port from another port
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);
}
/// Disconnect this port from another port
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);
}
}
/// Get reroute points for a given connection. This is used for organization
public List GetReroutePoints(int index) {
return connections[index].reroutePoints;
}
/// Swap connections with another node
public void SwapConnections(NodePort targetPort) {
int aConnectionCount = connections.Count;
int bConnectionCount = targetPort.connections.Count;
List portConnections = new List();
List targetPortConnections = new List();
// 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]);
}
/// Copy all connections pointing to a node and add them to this one
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);
}
}
/// Move all connections pointing to this node, to another node
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();
}
/// Swap connected nodes from the old list with nodes from the new list
public void Redirect(List oldNodes, List 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;
/// Extra connection path points for organization
[SerializeField] public List reroutePoints = new List();
public PortConnection(NodePort port) {
this.port = port;
node = port.node;
fieldName = port.fieldName;
}
/// Returns the port that this points to
private NodePort GetPort() {
if (node == null || string.IsNullOrEmpty(fieldName)) return null;
return node.GetPort(fieldName);
}
}
}
}