Esempio n. 1
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 public QQ_Node(int id, QQ_NodeType type, float x = 0, float y = 0)
 {
     ID       = id;
     Type     = type;
     Window.x = x;
     Window.y = y;
 }
Esempio n. 2
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 public QQ_ConnectionRule(QQ_NodeType inputType, int inputID, QQ_NodeType outputType, int outputID)
 {
     InputType  = inputType;
     InputID    = inputID;
     OutputType = outputType;
     OutputID   = outputID;
 }
Esempio n. 3
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 /// <summary>
 /// The function called to modify the node's data whenever a node disconnects.
 /// </summary>
 /// <param name="quest">The quest data.</param>
 /// <param name="connectionType">The type of the connecting node.</param>
 /// <param name="connectionID">The id of the connected node.</param>
 public void OnDisconnect(QQ_QuestSO quest, QQ_NodeType connectionType, int connectionID)
 {
     if (NextTasks.Contains(connectionID))
     {
         NextTasks.Remove(connectionID);
     }
 }
Esempio n. 4
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        /// <summary>
        /// Returns whether or not a connection is allowed. Used before connecting.
        /// </summary>
        /// <param name="knobType">The knob type being connected to on this node.</param>
        /// <param name="knobID">The id of the knob being connected to on this node.</param>
        /// <param name="otherNodeType">The node type being connected to on the other node.</param>
        /// <param name="otherKnobType">The knob type being connected to on the other node.</param>
        /// <param name="otherKnobID">The id of the knob being connected to on the other node.</param>
        /// <returns></returns>
        public bool CanConnect(QQ_KnobType knobType, int knobID, QQ_NodeType otherNodeType, QQ_KnobType otherKnobType, int otherKnobID)
        {
            bool canConnect = false;

            if (knobType == QQ_KnobType.Input)
            {
                foreach (var rule in AllowedInputs)
                {
                    if (rule.InputType == Type && rule.InputID == knobID && rule.OutputType == otherNodeType && otherKnobType == QQ_KnobType.Output && rule.OutputID == otherKnobID)
                    {
                        canConnect = true;
                        break;
                    }
                }
            }
            else if (knobType == QQ_KnobType.Output)
            {
                foreach (var rule in AllowedOutputs)
                {
                    if (rule.OutputType == Type && rule.OutputID == knobID && rule.InputType == otherNodeType && otherKnobType == QQ_KnobType.Input && rule.InputID == otherKnobID)
                    {
                        canConnect = true;
                        break;
                    }
                }
            }

            return(canConnect);
        }
Esempio n. 5
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 /// <summary>
 /// The function called to modify the node's data whenever a node disconnects.
 /// </summary>
 /// <param name="quest">The quest data.</param>
 /// <param name="connectionType">The type of the connecting node.</param>
 /// <param name="connectionID">The id of the connected node.</param>
 /// <param name="knobID">The id of the knob.</param>
 /// <param name="knobType">The type of the knob.</param>
 public void OnDisconnect(QQ_QuestSO quest, QQ_NodeType connectionType, int connectionID, int knobID, QQ_KnobType knobType)
 {
     if (knobType == QQ_KnobType.Input)
     {
     }
     else if (knobType == QQ_KnobType.Output)
     {
         FirstTasks.Remove(connectionID);
     }
 }
Esempio n. 6
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 /// <summary>
 /// The function called to modify the node's data whenever a node disconnects.
 /// </summary>
 /// <param name="quest">The quest data.</param>
 /// <param name="connectionType">The type of the connecting node.</param>
 /// <param name="connectionID">The id of the connected node.</param>
 /// <param name="connectionKnobID">The id of the connected knob.</param>
 /// <param name="knobID">The id of the knob.</param>
 /// <param name="knobType">The type of the knob.</param>
 public virtual void OnDisconnect(QQ_QuestSO quest, QQ_NodeType connectionType, int connectionID, int connectionKnobID, int knobID, QQ_KnobType knobType)
 {
     if (Type == QQ_NodeType.Quest)
     {
         QQ_QuestEditor.db.GetQuestNode(ID).OnDisconnect(quest, connectionType, connectionID, connectionKnobID, knobID, knobType);
     }
     else if (Type == QQ_NodeType.Task)
     {
         QQ_QuestEditor.db.GetTaskNode(ID).OnDisconnect(quest, connectionType, connectionID, connectionKnobID, knobID, knobType);
     }
 }
Esempio n. 7
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 /// <summary>
 /// The function called to modify the node's data whenever a node connects.
 /// </summary>
 /// <param name="quest">The quest data.</param>
 /// <param name="connectionType">The type of the connecting node.</param>
 /// <param name="connectionID">The id of the connecting node.</param>
 /// <param name="connectionKnobID">The id of the connecting knob.</param>
 /// <param name="knobID">The id of this node's knob.</param>
 /// <param name="knobType">The type of this node's knob.</param>
 public void OnConnect(QQ_QuestSO quest, QQ_NodeType connectionType, int connectionID, int connectionKnobID, int knobID, QQ_KnobType knobType)
 {
     if (knobType == QQ_KnobType.Input)
     {
     }
     else if (knobType == QQ_KnobType.Output)
     {
         if (!NextTasks.Contains(connectionID))
         {
             NextTasks.Add(connectionID);
         }
     }
 }
Esempio n. 8
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        /// <summary>
        /// Creates a new node of the given type at the given position.
        /// </summary>
        /// <param name="type"></param>
        /// <param name="position"></param>
        public void CreateNode(QQ_NodeType type, Vector2 position)
        {
            int id   = NextID++;
            var node = new QQ_Node(id, type, position.x, position.y);

            if (type == QQ_NodeType.Quest)
            {
                var questNode = new QQ_QuestNode(id, type, position.x, position.y);

                node.Window.width   = questNode.Window.width;
                node.Window.height  = questNode.Window.height;
                node.Inputs         = questNode.CloneKnobs(QQ_KnobType.Input);
                node.Outputs        = questNode.CloneKnobs(QQ_KnobType.Output);
                node.AllowedInputs  = questNode.AllowedInputs;
                node.AllowedOutputs = questNode.AllowedOutputs;

                var questData = DataDB.Quest;
                DataDB.Quest   = questData;
                questNode.Data = questData;

                QuestNodes.Add(questNode);
            }
            else if (type == QQ_NodeType.Task)
            {
                var taskNode = new QQ_TaskNode(id, type, position.x, position.y);

                node.Window.width   = taskNode.Window.width;
                node.Window.height  = taskNode.Window.height;
                node.Inputs         = taskNode.CloneKnobs(QQ_KnobType.Input);
                node.Outputs        = taskNode.CloneKnobs(QQ_KnobType.Output);
                node.AllowedInputs  = taskNode.AllowedInputs;
                node.AllowedOutputs = taskNode.AllowedOutputs;

                var          taskData = new QQ_Task(id);
                QQ_QuestNode quest    = GetQuestNode(0);
                quest.Data.Tasks.Add(taskData);
                DataDB.SetQuest(0, quest.Data);
                taskNode.Data = taskData;

                TaskNodes.Add(taskNode);
            }

            Nodes.Add(node);
        }
Esempio n. 9
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 public QQ_QuestNode(int id, QQ_NodeType type, float x = 0, float y = 0) : base(id, type, x, y)
 {
     Type   = QQ_NodeType.Quest;
     Window = new Rect(0, 0, 300, 125);
     Inputs = new List <QQ_Knob>
     {
     };
     Outputs = new List <QQ_Knob>
     {
         new QQ_Knob(0, "First Tasks", QQ_KnobType.Output, 7.5f, true)
     };
     AllowedInputs = new List <QQ_ConnectionRule>
     {
     };
     AllowedOutputs = new List <QQ_ConnectionRule>
     {
         new QQ_ConnectionRule(QQ_NodeType.Task, 0, QQ_NodeType.Quest, 0)
     };
 }
Esempio n. 10
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 /// <summary>
 /// The function called to modify the node's data whenever a node disconnects.
 /// </summary>
 /// <param name="quest">The quest data.</param>
 /// <param name="connectionType">The type of the connecting node.</param>
 /// <param name="connectionID">The id of the connected node.</param>
 /// <param name="knobID">The id of the knob.</param>
 /// <param name="knobType">The type of the knob.</param>
 public override void OnDisconnect(QQ_QuestSO quest, QQ_NodeType connectionType, int connectionID, int knobID, QQ_KnobType knobType)
 {
     Data.OnDisconnect(quest, connectionType, connectionID, knobID, knobType);
     QQ_QuestEditor.db.DataDB.SetTask(Data.ID, Data);
 }
Esempio n. 11
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 /// <summary>
 /// The function called to modify the node's data whenever a node disconnects.
 /// </summary>
 /// <param name="quest">The quest data.</param>
 /// <param name="connectionType">The type of the connecting node.</param>
 /// <param name="connectionID">The id of the connected node.</param>
 public override void OnDisconnect(QQ_QuestSO quest, QQ_NodeType connectionType, int connectionID)
 {
     Data.OnDisconnect(quest, connectionType, connectionID);
     QQ_QuestEditor.db.DataDB.SetQuest(Data.ID, Data);
 }
Esempio n. 12
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 /// <summary>
 /// The function called to modify the node's data whenever a node disconnects.
 /// </summary>
 /// <param name="quest">The quest data.</param>
 /// <param name="connectionType">The type of the connecting node.</param>
 /// <param name="connectionID">The id of the connected node.</param>
 /// <param name="connectionKnobID">The id of the connected knob.</param>
 /// <param name="knobID">The id of the knob.</param>
 /// <param name="knobType">The type of the knob.</param>
 public void OnDisconnect(QQ_QuestSO quest, QQ_NodeType connectionType, int connectionID, int connectionKnobID, int knobID, QQ_KnobType knobType)
 {
     OnDisconnect(quest, connectionType, connectionID, knobID, knobType);
 }
Esempio n. 13
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 /// <summary>
 /// The function called to modify the node's data whenever a node disconnects.
 /// </summary>
 /// <param name="quest">The quest data.</param>
 /// <param name="connectionType">The type of the connecting node.</param>
 /// <param name="connectionID">The id of the connected node.</param>
 public void OnDisconnect(QQ_QuestSO quest, QQ_NodeType connectionType, int connectionID)
 {
     FirstTasks.Remove(connectionID);
 }