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212 行
6.7 KiB

using System;
using System.Collections.Generic;
using System.Linq;
namespace UnityEngine.Graphing
{
[Serializable]
public class SerializableGraph : IGraph, ISerializationCallbackReceiver
{
[NonSerialized]
private List<IEdge> m_Edges = new List<IEdge>();
[NonSerialized]
private List<INode> m_Nodes = new List<INode>();
[SerializeField]
List<SerializationHelper.JSONSerializedElement> m_SerializableNodes = new List<SerializationHelper.JSONSerializedElement>();
[SerializeField]
List<SerializationHelper.JSONSerializedElement> m_SerializableEdges = new List<SerializationHelper.JSONSerializedElement>();
public IEnumerable<T> GetNodes<T>() where T : INode
{
return m_Nodes.OfType<T>();
}
public IEnumerable<IEdge> edges
{
get { return m_Edges; }
}
public virtual void AddNode(INode node)
{
m_Nodes.Add(node);
node.owner = this;
ValidateGraph();
}
public virtual void RemoveNode(INode node)
{
if (!node.canDeleteNode)
return;
m_Nodes.Remove(node);
ValidateGraph();
}
private void RemoveNodeNoValidate(INode node)
{
if (!node.canDeleteNode)
return;
m_Nodes.Remove(node);
}
public virtual Dictionary<SerializationHelper.TypeSerializationInfo, SerializationHelper.TypeSerializationInfo> GetLegacyTypeRemapping()
{
return new Dictionary<SerializationHelper.TypeSerializationInfo, SerializationHelper.TypeSerializationInfo>();
}
public virtual IEdge Connect(SlotReference fromSlotRef, SlotReference toSlotRef)
{
if (fromSlotRef == null || toSlotRef == null)
return null;
var fromNode = GetNodeFromGuid(fromSlotRef.nodeGuid);
var toNode = GetNodeFromGuid(toSlotRef.nodeGuid);
if (fromNode == null || toNode == null)
return null;
// if fromNode is already connected to toNode
// do now allow a connection as toNode will then
// have an edge to fromNode creating a cycle.
// if this is parsed it will lead to an infinite loop.
var dependentNodes = new List<INode>();
NodeUtils.CollectNodesNodeFeedsInto(dependentNodes, toNode);
if (dependentNodes.Contains(fromNode))
return null;
var fromSlot = fromNode.FindSlot<ISlot>(fromSlotRef.slotId);
var toSlot = toNode.FindSlot<ISlot>(toSlotRef.slotId);
SlotReference outputSlot = null;
SlotReference inputSlot = null;
// output must connect to input
if (fromSlot.isOutputSlot)
outputSlot = fromSlotRef;
else if (fromSlot.isInputSlot)
inputSlot = fromSlotRef;
if (toSlot.isOutputSlot)
outputSlot = toSlotRef;
else if (toSlot.isInputSlot)
inputSlot = toSlotRef;
if (inputSlot == null || outputSlot == null)
return null;
var slotEdges = GetEdges(inputSlot).ToList();
// remove any inputs that exits before adding
foreach (var edge in slotEdges)
{
RemoveEdgeNoValidate(edge);
}
var newEdge = new Edge(outputSlot, inputSlot);
m_Edges.Add(newEdge);
Debug.Log("Connected edge: " + newEdge);
ValidateGraph();
return newEdge;
}
public virtual void RemoveEdge(IEdge e)
{
m_Edges.Remove(e);
ValidateGraph();
}
public void RemoveElements(IEnumerable<INode> nodes, IEnumerable<IEdge> edges)
{
foreach (var edge in edges.ToArray())
RemoveEdgeNoValidate(edge);
foreach (var serializableNode in nodes.ToArray())
RemoveNodeNoValidate(serializableNode);
ValidateGraph();
}
private void RemoveEdgeNoValidate(IEdge e)
{
m_Edges.Remove(e);
}
public INode GetNodeFromGuid(Guid guid)
{
return m_Nodes.FirstOrDefault(x => x.guid == guid);
}
public T GetNodeFromGuid<T>(Guid guid) where T : INode
{
return m_Nodes.Where(x => x.guid == guid).OfType<T>().FirstOrDefault();
}
public IEnumerable<IEdge> GetEdges(SlotReference s)
{
if (s == null)
return new Edge[0];
return m_Edges.Where(x =>
(x.outputSlot.nodeGuid == s.nodeGuid && x.outputSlot.slotId == s.slotId)
|| x.inputSlot.nodeGuid == s.nodeGuid && x.inputSlot.slotId == s.slotId).ToList();
}
public virtual void OnBeforeSerialize()
{
m_SerializableNodes = SerializationHelper.Serialize<INode>(m_Nodes);
m_SerializableEdges = SerializationHelper.Serialize<IEdge>(m_Edges);
}
public virtual void OnAfterDeserialize()
{
m_Nodes = SerializationHelper.Deserialize<INode>(m_SerializableNodes, GetLegacyTypeRemapping());
foreach (var node in m_Nodes)
node.owner = this;
m_SerializableNodes = null;
m_Edges = SerializationHelper.Deserialize<IEdge>(m_SerializableEdges, null);
m_SerializableEdges = null;
ValidateGraph();
}
public virtual void ValidateGraph()
{
//First validate edges, remove any
//orphans. This can happen if a user
//manually modifies serialized data
//of if they delete a node in the inspector
//debug view.
foreach (var edge in edges.ToArray())
{
var outputNode = GetNodeFromGuid(edge.outputSlot.nodeGuid);
var inputNode = GetNodeFromGuid(edge.inputSlot.nodeGuid);
if (outputNode == null
|| inputNode == null
|| outputNode.FindOutputSlot<ISlot>(edge.outputSlot.slotId) == null
|| inputNode.FindInputSlot<ISlot>(edge.inputSlot.slotId) == null)
{
//orphaned edge
RemoveEdgeNoValidate(edge);
}
}
foreach (var node in GetNodes<INode>())
node.ValidateNode();
}
public void OnEnable()
{
foreach (var node in GetNodes<INode>().OfType<IOnAssetEnabled>())
{
node.OnEnable();
}
}
}
}