| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471 | 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; }            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; }        }        /// <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 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;                    _typeConstraint = (attribs[i] as Node.OutputAttribute).typeConstraint;                }            }        }        /// <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> 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 object GetOutputValue() {            if (direction == IO.Input) return null;            return node.GetValue(this);        }        /// <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 object GetInputValue() {            NodePort connectedPort = Connection;            if (connectedPort == null) return null;            return connectedPort.GetOutputValue();        }        /// <summary> Return the output values of all connected ports. </summary>        /// <returns> <see cref="NodePort.GetOutputValue"/> </returns>        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;        }        /// <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>() {            object obj = GetInputValue();            return obj is T ? (T) obj : default(T);        }        /// <summary> Return the output values of all connected ports. </summary>        /// <returns> <see cref="NodePort.GetOutputValue"/> </returns>        public T[] GetInputValues<T>() {            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;        }        /// <summary> Return true if port is connected and has a valid input. </summary>        /// <returns> <see cref="NodePort.GetOutputValue"/> </returns>        public bool TryGetInputValue<T>(out T value) {            object obj = GetInputValue();            if (obj is T) {                value = (T) obj;                return true;            } else {                value = default(T);                return false;            }        }        /// <summary> Return the sum of all inputs. </summary>        /// <returns> <see cref="NodePort.GetOutputValue"/> </returns>        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;        }        /// <summary> Return the sum of all inputs. </summary>        /// <returns> <see cref="NodePort.GetOutputValue"/> </returns>        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;        }        /// <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 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<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 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<NodePort>  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<T>(Type classType, out T attribOut) where T : Attribute {            object[] attribs = classType.GetCustomAttributes(typeof(T), false);            return GetAttrib(attribs, out attribOut);        }        public static bool GetAttrib<T>(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        /// <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);            }        }    }}
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