using System;
using System.Collections.Generic;
using UnityEngine;
namespace XNode
{
/// Base class for all node graphs
[Serializable]
public abstract class NodeGraph : ScriptableObject
{
/// All nodes in the graph.
/// See:
[SerializeField] public List nodes = new List();
/// Add a node to the graph by type (convenience method - will call the System.Type version)
public T AddNode() where T : Node
{
return AddNode(typeof(T)) as T;
}
public virtual string Title()
{
return "xNode";
}
/// Add a node to the graph by type
public virtual Node AddNode(Type type)
{
Node.graphHotfix = this;
Node node = CreateInstance(type) as Node;
node.UniqueID = node.GetInstanceID();
node.graph = this;
nodes.Add(node);
return node;
}
/// Creates a copy of the original node in the graph
public virtual Node CopyNode(Node original)
{
Node.graphHotfix = this;
Node node = Instantiate(original);
node.graph = this;
node.ClearConnections();
nodes.Add(node);
return node;
}
/// Safely remove a node and all its connections
/// The node to remove
public virtual void RemoveNode(Node node)
{
node.ClearConnections();
nodes.Remove(node);
if (Application.isPlaying) Destroy(node);
}
/// Remove all nodes and connections from the graph
public virtual void Clear()
{
// if (Application.isPlaying)
// {
// for (int i = 0; i < nodes.Count; i++)
// {
// DestroyImmediate(nodes[i], false);
// }
// }
//
// nodes.Clear();
}
/// Create a new deep copy of this graph
public virtual NodeGraph Copy()
{
// Instantiate a new nodegraph instance
NodeGraph graph = Instantiate(this);
// Instantiate all nodes inside the graph
for (int i = 0; i < nodes.Count; i++)
{
if (nodes[i] == null) continue;
Node.graphHotfix = graph;
Node node = Instantiate(nodes[i]) as Node;
node.graph = graph;
graph.nodes[i] = node;
}
// Redirect all connections
for (int i = 0; i < graph.nodes.Count; i++)
{
if (graph.nodes[i] == null) continue;
foreach (NodePort port in graph.nodes[i].Ports)
{
port.Redirect(nodes, graph.nodes);
}
}
return graph;
}
protected virtual void OnDestroy()
{
// Remove all nodes prior to graph destruction
// Clear();
}
#region Attributes
/// Automatically ensures the existance of a certain node type, and prevents it from being deleted.
[AttributeUsage(AttributeTargets.Class, AllowMultiple = true)]
public class RequireNodeAttribute : Attribute
{
public Type type0;
public Type type1;
public Type type2;
/// Automatically ensures the existance of a certain node type, and prevents it from being deleted
public RequireNodeAttribute(Type type)
{
this.type0 = type;
this.type1 = null;
this.type2 = null;
}
/// Automatically ensures the existance of a certain node type, and prevents it from being deleted
public RequireNodeAttribute(Type type, Type type2)
{
this.type0 = type;
this.type1 = type2;
this.type2 = null;
}
/// Automatically ensures the existance of a certain node type, and prevents it from being deleted
public RequireNodeAttribute(Type type, Type type2, Type type3)
{
this.type0 = type;
this.type1 = type2;
this.type2 = type3;
}
public bool Requires(Type type)
{
if (type == null) return false;
if (type == type0) return true;
else if (type == type1) return true;
else if (type == type2) return true;
return false;
}
}
#endregion
}
}