Node DeserializeNode(GameLogicData.GameLogicGraphNode graphNode) { Node node; if (string.IsNullOrEmpty(graphNode.m_type)) { node = CreateRootNode(); node.userData = null; } else { Type type = Type.GetType(string.Format("{0}, Assembly-CSharp", graphNode.m_type)); if (type == null) { Debug.LogErrorFormat("Failed to find type: {0}", graphNode.m_type); return(null); } node = CreateNodeFromType(type, graphNode.m_typeData); node.userData = type; } node.title = graphNode.m_title; node.SetPosition(new Rect(graphNode.m_position, Vector2.zero)); return(node); }
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); }