public bool LoadGraphData()
        {
            ClearGraphData();
            m_NoSelectLabel.visible = false;
            m_GraphView.visible     = true;

            if (m_GameLogicData == null || m_GameLogicData.m_graphNodes.Count == 0)
            {
                return(false);
            }

            // create the nodes
            List <Node> createdNodes = new List <Node>();

            for (int i = 0; i < m_GameLogicData.m_graphNodes.Count; ++i)
            {
                Node node = DeserializeNode(m_GameLogicData.m_graphNodes[i]);
                createdNodes.Add(node);
                m_GraphView.AddElement(node);
            }

            //connect the nodes
            for (int i = 0; i < m_GameLogicData.m_graphNodes.Count; ++i)
            {
                for (int iEdge = 0; iEdge < m_GameLogicData.m_graphNodes[i].m_outputs.Count; ++iEdge)
                {
                    GameLogicData.GameLogicGraphEdge edge = m_GameLogicData.m_graphNodes[i].m_outputs[iEdge];
                    Port outputPort = createdNodes[i].outputContainer[edge.m_sourcePort] as Port;
                    Port inputPort  = createdNodes[edge.m_targetNode].inputContainer[edge.m_targetPort] as Port;
                    m_GraphView.AddElement(outputPort.ConnectTo(inputPort));
                }
            }

            return(true);
        }
        public void SaveGraphData()
        {
            if (m_GameLogicData == null)
            {
                return;
            }

            string assetPath = AssetDatabase.GetAssetPath(m_GameLogicData);

            List <Node>   nodes     = m_GraphView.nodes.ToList();
            GameLogicData graphData = ScriptableObject.CreateInstance <GameLogicData>();

            graphData.m_graphNodes = new List <GameLogicData.GameLogicGraphNode>();
            for (int i = 0; i < nodes.Count; ++i)
            {
                Node currentNode = nodes[i];
                Type nodeType    = currentNode.userData as Type;
                GameLogicData.GameLogicGraphNode graphNode = new GameLogicData.GameLogicGraphNode();
                if (nodeType == null)
                {
                    graphNode.m_type     = null;
                    graphNode.m_typeData = null;
                }
                else
                {
                    MethodInfo method = nodeType.GetMethod("ExtractExtraData", BindingFlags.Static | BindingFlags.Public);
                    if (method == null)
                    {
                        Debug.LogError("Failed to find method ExtractExtraData()!");
                        return;
                    }

                    graphNode.m_type     = nodeType.FullName;
                    graphNode.m_typeData = (string)method.Invoke(null, new object[] { currentNode });
                }
                graphNode.m_title    = currentNode.title;
                graphNode.m_position = currentNode.GetPosition().position;
                graphNode.m_outputs  = new List <GameLogicData.GameLogicGraphEdge>();

                foreach (Port port in currentNode.outputContainer)
                {
                    foreach (Edge edge in port.connections)
                    {
                        GameLogicData.GameLogicGraphEdge serializedEdge = new GameLogicData.GameLogicGraphEdge();
                        serializedEdge.m_sourcePort = currentNode.outputContainer.IndexOf(edge.output);
                        serializedEdge.m_targetNode = nodes.IndexOf(edge.input.node);
                        serializedEdge.m_targetPort = edge.input.node.inputContainer.IndexOf(edge.input);
                        graphNode.m_outputs.Add(serializedEdge);
                    }
                }

                graphData.m_graphNodes.Add(graphNode);
            }

            EditorUtility.CopySerialized(graphData, m_GameLogicData);
            AssetDatabase.SaveAssets();

            m_GameLogicData = AssetDatabase.LoadAssetAtPath <GameLogicData>(assetPath);
        }