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using System;
using System.Collections.Generic;
using System.Linq;
namespace UnityEngine.Graphing
{
public class SlotConfigurationException : Exception
{
public SlotConfigurationException(string message)
: base(message)
{}
}
public static class NodeUtils
{
public static void SlotConfigurationExceptionIfBadConfiguration(INode node, IEnumerable<int> expectedInputSlots, IEnumerable<int> expectedOutputSlots)
{
var missingSlots = new List<int>();
var inputSlots = expectedInputSlots as IList<int> ?? expectedInputSlots.ToList();
missingSlots.AddRange(inputSlots.Except(node.GetInputSlots<ISlot>().Select(x => x.id)));
var outputSlots = expectedOutputSlots as IList<int> ?? expectedOutputSlots.ToList();
missingSlots.AddRange(outputSlots.Except(node.GetOutputSlots<ISlot>().Select(x => x.id)));
if (missingSlots.Count == 0)
return;
var toPrint = missingSlots.Select(x => x.ToString());
throw new SlotConfigurationException(string.Format("Missing slots {0} on node {1}", string.Join(", ", toPrint.ToArray()), node));
}
public static IEnumerable<IEdge> GetAllEdges(INode node)
{
var result = new List<IEdge>();
var validSlots = ListPool<ISlot>.Get();
validSlots.AddRange(node.GetInputSlots<ISlot>());
for (int index = 0; index < validSlots.Count; index++)
{
var inputSlot = validSlots[index];
result.AddRange(node.owner.GetEdges(inputSlot.slotReference));
}
validSlots.Clear();
validSlots.AddRange(node.GetOutputSlots<ISlot>());
for (int index = 0; index < validSlots.Count; index++)
{
var outputSlot = validSlots[index];
result.AddRange(node.owner.GetEdges(outputSlot.slotReference));
}
ListPool<ISlot>.Release(validSlots);
return result;
}
// CollectNodesNodeFeedsInto looks at the current node and calculates
// which child nodes it depends on for it's calculation.
// Results are returned depth first so by processing each node in
// order you can generate a valid code block.
public enum IncludeSelf
{
Include,
Exclude
}
public static void DepthFirstCollectNodesFromNode(List<INode> nodeList, INode node, int? slotId = null, IncludeSelf includeSelf = IncludeSelf.Include)
{
DepthFirstCollectNodesFromNodeSlotList(nodeList, node, slotId.HasValue ? new List<int>() { slotId.Value } : null, includeSelf);
}
public static void DepthFirstCollectNodesFromNodeSlotList(List<INode> nodeList, INode node, List<int> slotId = null, IncludeSelf includeSelf = IncludeSelf.Include)
{
// no where to start
if (node == null)
return;
// allready added this node
if (nodeList.Contains(node))
return;
// if we have a slot passed in but can not find it on the node abort
if (slotId != null && node.GetInputSlots<ISlot>().All(x => !slotId.Contains(x.id)))
return;
var validSlots = ListPool<int>.Get();
if (slotId != null)
slotId.ForEach(x => validSlots.Add(x));
else
validSlots.AddRange(node.GetInputSlots<ISlot>().Select(x => x.id));
foreach (var slot in validSlots)
{
foreach (var edge in node.owner.GetEdges(node.GetSlotReference(slot)))
{
var outputNode = node.owner.GetNodeFromGuid(edge.outputSlot.nodeGuid);
DepthFirstCollectNodesFromNodeSlotList(nodeList, outputNode);
}
}
if (includeSelf == IncludeSelf.Include)
nodeList.Add(node);
ListPool<int>.Release(validSlots);
}
public static void CollectNodesNodeFeedsInto(List<INode> nodeList, INode node, IncludeSelf includeSelf = IncludeSelf.Include)
{
if (node == null)
return;
if (nodeList.Contains(node))
return;
foreach (var slot in node.GetOutputSlots<ISlot>())
{
foreach (var edge in node.owner.GetEdges(slot.slotReference))
{
var inputNode = node.owner.GetNodeFromGuid(edge.inputSlot.nodeGuid);
CollectNodesNodeFeedsInto(nodeList, inputNode);
}
}
if (includeSelf == IncludeSelf.Include)
nodeList.Add(node);
}
}
}