Node PriorLoop(Node n)
        {
            List <Node> nodes = new List <Node>();

            nodes.Add(n);
            for (int index = 0; index < nodes.Count; index++)
            {
                var node = nodes[index];
                foreach (var i in node.Outputs)
                {
                    if (i != null)// && i.connection!=null)
                    {
                        foreach (var c in i.connections)
                        {
                            Node body = c.connection.body;
                            if (!nodes.Contains(body))
                            {
                                nodes.Add(body);
                            }
                            if (body is LoopBasic)
                            {
                                return(body);
                            }
                        }
                    }
                }
            }
            return(n);
        }
Esempio n. 2
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 public Socket(Node parent, Type type, string label, bool acceptMultiple, Color color)
 {
     m_node = parent;
     m_type = type;
     m_value = null;
     m_sockets = new List<Socket>();
     m_acceptMultipleConnections = acceptMultiple;
     m_label = label;
     m_color = color;
 }
Esempio n. 3
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    void Dialogue()
    {
        if (currentNode == null)
        {
            //find conversation root node
            System.Collections.Generic.List <NodeEditorFramework.Node> nodes = interactTarget.InteractionTree.nodes;
            RootNode root = null;
            for (var i = 0; i < nodes.Count; ++i)
            {
                if (nodes[i] is RootNode)
                {
                    RootNode cur = (RootNode)nodes[i];
                    if (cur.Name == interactTarget.Root)
                    {
                        root = cur;
                        break;
                    }
                }
            }
            if (root != null)
            {
                currentNode = root.Outputs[0].GetNodeAcrossConnection();
                done        = false;
            }
            else
            {
                State = States.Explore;
                Debug.Log(string.Format("Could not find root node \"{0}\" in InteractionTree!"));
            }
        }
        else  //if there is a node to be done
        {
            if (!done)
            {
                DialogueNode d = (DialogueNode)currentNode;
                Debug.Log(interactTarget.gameObject.name + " says: " + d.DialogueText);
                done = true;
            }
        }

        if (Input.GetButtonDown("Submit"))
        {
            if (currentNode != null)
            {
                //get the next node along
                currentNode = currentNode.Outputs[0].GetNodeAcrossConnection();
                done        = false;
                if (currentNode == null)
                {
                    State = States.Explore;
                    Debug.Log("Conversation over!");
                }
            }
        }
    }
Esempio n. 4
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 public static Transition Create(Node from, Node to)
 {
     if (NodeTypes.getNodeData (from).transitions == false || NodeTypes.getNodeData (to).transitions == false)
         return null;
     Transition transition = CreateInstance<Transition> ();
     transition.name = "Transition " + from.name + "-" + to.name;
     transition.startNode = from;
     transition.endNode = to;
     transition.conditions = new List<Func<Transition, bool>> ();
     return transition;
 }
        private static void KeyDupe(NodeEditorInputInfo inputInfo)
        {
            inputInfo.SetAsCurrentEnvironment();
            NodeEditorState state = inputInfo.editorState;

            if (state.focusedNode != null)
            { // Create new node of same type
                Node duplicatedNode = Node.Create(state.focusedNode.GetID, NodeEditor.ScreenToCanvasSpace(inputInfo.inputPos), state.connectOutput);
                state.selectedNode  = state.focusedNode = duplicatedNode;
                state.connectOutput = null;
                inputInfo.inputEvent.Use();
            }
        }
 /*
  *                          if (e.alt)
  *                          {
  *              Dictionary<Node, int> d = new Dictionary<Node, int>();
  *              d[curEditorState.selectedNode] = 1;
  *
  *                              MoveChildren(ref d, curEditorState.selectedNode, delta);
  *                          }
  */
 static void MoveChildren(ref Dictionary <Node, int> _dic, Node _n, Vector2 _delta)
 {
     foreach (var input in _n.Inputs)
     {
         Node cn = input.connection.body;
         if (!_dic.ContainsKey(cn))
         {
             cn.rect.position += _delta;
             NodeEditorCallbacks.IssueOnMoveNode(cn);
             MoveChildren(ref _dic, cn, _delta);
             _dic[cn] = 1;
         }
     }
 }
 private void NewNodeCallback(Node node)
 {
     if (m_ReplaceNode != null)
     {
         for (int index = 0; index < m_ReplaceNode.Inputs.Count; index++)
         {
             var oldInput = m_ReplaceNode.Inputs[index];
             if (oldInput.connection != null)
             {
                 for (int indexNewNodesInputs = 0; indexNewNodesInputs < node.Inputs.Count; indexNewNodesInputs++)
                 {
                     var newInput = node.Inputs[indexNewNodesInputs];
                     if (newInput.connection == null && newInput.typeID == oldInput.typeID)
                     {
                         newInput.ApplyConnection(oldInput.connection);
                         //newInput.connection = oldInput.connection;
                         break;
                     }
                 }
             }
         }
         for (int index = 0; index < m_ReplaceNode.Outputs.Count; index++)
         {
             var oldOutput = m_ReplaceNode.Outputs[index];
             if (oldOutput.connections != null)
             {
                 for (int indexNewNodesOutputs = 0; indexNewNodesOutputs < node.Outputs.Count; indexNewNodesOutputs++)
                 {
                     var newOutput = node.Outputs[indexNewNodesOutputs];
                     if (newOutput.typeID == oldOutput.typeID)
                     {
                         for (int i = oldOutput.connections.Count - 1; i >= 0; i--)
                         {
                             var x = oldOutput.connections[i];
                             x.ApplyConnection(newOutput);
                             //newOutput.connections = oldOutput.connections;
                         }
                         break;
                     }
                 }
             }
         }
         node.rect = m_ReplaceNode.rect;
         m_ReplaceNode.Delete();
         m_ReplaceNode = null;
         NodeEditor.RecalculateFrom(node);
     }
 }
Esempio n. 8
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		public static Transition Create (Node fromNode, Node toNode) 
		{
			if (fromNode.AcceptsTranstitions == false || toNode.AcceptsTranstitions == false || fromNode == toNode)
				return null;

			var transition = CreateInstance<Transition> ();
			transition.name = "Transition " + fromNode.name + "-" + toNode.name;
			transition.StartNode = fromNode;
			transition.EndNode = toNode;
			transition.Conditions = new List<Func<Transition, bool>> ();

			fromNode.Transitions.Add (transition);
			toNode.Transitions.Add (transition);

			return transition;
		}
Esempio n. 9
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        /// <summary>
        /// Creates a Transition between the given Nodes with the given transitioning time in secs
        /// </summary>
        public static Transition Create(Node fromNode, Node toNode, float TransitionTimeInSec)
        {
            if (fromNode.AcceptsTranstitions == false || toNode.AcceptsTranstitions == false || fromNode == toNode)
                return null;

            Transition transition = CreateInstance<Transition> ();
            transition.name = "Transition " + fromNode.name + "-" + toNode.name;
            transition.startNode = fromNode;
            transition.endNode = toNode;
            transition.transitionTime = TransitionTimeInSec;

            fromNode.transitions.Add (transition);
            toNode.transitions.Add (transition);

            return transition;
        }
Esempio n. 10
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        public NodeView(Node node, Vector2 position)
        {
            if (m_leftLabel == null || m_rightLabel == null)
            {
                m_leftLabel = new GUIStyle();
                m_rightLabel = new GUIStyle();
                m_leftLabel.alignment = TextAnchor.MiddleLeft;
                m_rightLabel.alignment = TextAnchor.MiddleRight;
            }
            m_size = new Vector2(DEFAULT_WIDTH, DEFAULT_HEIGHT);
            m_node = node;
            m_rect = new Rect(position, m_size);

            m_socketViews = new SocketView[0];
            BuildSockets(Node.InputCount, Node.OutputCount,
                new Vector2(0f, 16f), new Vector2(m_rect.width, 16f));
        }
Esempio n. 11
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        /// <summary>
        /// Begins to transition the passed nodeCanvas from beginNode
        /// </summary>
        public static void BeginTransitioning(NodeCanvas nodeCanvas, Node beginNode)
        {
            if (!nodeCanvas.nodes.Contains (beginNode))
                throw new UnityException ("Node to begin transitioning from has to be associated with the passed NodeEditorState!");

            nodeCanvas.currentNode = beginNode;
            nodeCanvas.currentTransition = null;
            if (!transitioningNodeCanvases.Contains (nodeCanvas))
                transitioningNodeCanvases.Add (nodeCanvas);

            RepaintClients ();

            //			Debug.Log ("Beginning transitioning " + nodeCanvas.name + " from Node " + beginNode.name);
            nodeCanvas.currentNode.OnEnter (null);

            #if UNITY_EDITOR
            NEUpdate -= UpdateTransitions;
            NEUpdate += UpdateTransitions;
            #endif
        }
Esempio n. 12
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 public static void CreateTransition(Node from, Node to)
 {
     from.transitions.Add (Transition.Create (from, to));
 }
Esempio n. 13
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 /// <summary>
 /// Recursively checks whether this node is a child of the other node
 /// </summary>
 public bool isChildOf(Node otherNode)
 {
     if (otherNode == null || otherNode == this)
         return false;
     if (BeginRecursiveSearchLoop ()) return false;
     for (int cnt = 0; cnt < Inputs.Count; cnt++)
     {
         NodeOutput connection = Inputs [cnt].connection;
         if (connection != null)
         {
             if (connection.body != startRecursiveSearchNode)
             {
                 if (connection.body == otherNode || connection.body.isChildOf (otherNode))
                 {
                     StopRecursiveSearchLoop ();
                     return true;
                 }
             }
         }
     }
     EndRecursiveSearchLoop ();
     return false;
 }
Esempio n. 14
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 /// <summary>
 /// Recursive function which continues calculation on this node and all the child nodes
 /// Usually does not need to be called manually
 /// Returns success/failure of this node only
 /// </summary>
 public static bool ContinueCalculation(Node node)
 {
     if (node.descendantsCalculated () && node.Calculate ())
     { // finished Calculating, continue with the children
         for (int outCnt = 0; outCnt < node.Outputs.Count; outCnt++)
         {
             NodeOutput output = node.Outputs [outCnt];
             for (int conCnt = 0; conCnt < output.connections.Count; conCnt++)
                 ContinueCalculation (output.connections [conCnt].body);
         }
         workList.Remove (node);
         node.calculated = true;
         return true;
     }
     else if (!workList.Contains (node))
     { // failed to calculate, add it to check later
         workList.Add (node);
     }
     return false;
 }
Esempio n. 15
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        private void SaveNewNode(Node node)
        {
            if (!mainNodeCanvas.nodes.Contains (node))
                throw new UnityException ("Cache system: Writing new Node to save file failed as Node is not part of the Cache!");
            string path = tempSessionPath + "/LastSession.asset";
            if (AssetDatabase.GetAssetPath (mainNodeCanvas) != path)
                throw new UnityException ("Cache system error: Current Canvas is not saved as the temporary cache!");
            NodeEditorSaveManager.AddSubAsset (node, path);
            foreach (NodeKnob knob in node.nodeKnobs)
                NodeEditorSaveManager.AddSubAsset (knob, path);

            AssetDatabase.SaveAssets ();
            AssetDatabase.Refresh ();
        }
Esempio n. 16
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 /// <summary>
 /// Creates a transition from node to node
 /// </summary>
 public static void CreateTransition(Node fromNode, Node toNode)
 {
     Transition trans = Transition.Create (fromNode, toNode);
     if (trans != null)
     {
         fromNode.OnAddTransition (trans);
         toNode.OnAddTransition (trans);
         NodeEditorCallbacks.IssueOnAddTransition (trans);
     }
 }
Esempio n. 17
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        /// <summary>
        /// Draws the node. Depends on curEditorState
        /// </summary>
        public static void DrawNode(Node node)
        {
            // TODO: Node Editor Feature: Custom Windowing System
            Rect nodeRect = node.rect;
            nodeRect.position += curEditorState.zoomPanAdjust;
            float headerHeight = 20;
            Rect headerRect = new Rect (nodeRect.x, nodeRect.y, nodeRect.width, headerHeight);
            Rect bodyRect = new Rect (nodeRect.x, nodeRect.y + headerHeight, nodeRect.width, nodeRect.height - headerHeight);

            GUIStyle headerStyle = new GUIStyle (GUI.skin.box);
            if (curEditorState.activeNode == node)
                headerStyle.fontStyle = FontStyle.Bold;
            GUI.Label (headerRect, new GUIContent (node.name), headerStyle);
            GUI.changed = false;
            GUILayout.BeginArea (bodyRect, GUI.skin.box);
            node.NodeGUI ();
            GUILayout.EndArea ();
        }
Esempio n. 18
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        public static Node MoveNext(Node node)
        {
            if (NodeTypes.getNodeData (node).transitions == false)
            {
                Debug.LogError ("Node " + node.ToString () + " does not accept Transitions!");
                return null;
            }

            for (int transCnt = 0; transCnt < node.transitions.Count; transCnt++)
            {
                if (node.transitions[transCnt].conditionsMet ())
                    return node.transitions[transCnt].endNode;
            }

            return node;
        }
Esempio n. 19
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 /// <summary>
 /// Ends the recursive search loop if this was the start node
 /// </summary>
 internal void EndRecursiveSearchLoop()
 {
     if (startRecursiveSearchNode == this)
     { // End search
         recursiveSearchSurpassed = null;
         startRecursiveSearchNode = null;
     }
 }
Esempio n. 20
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		/// <summary>
		/// Recursive function which continues calculation on this node and all the child nodes
		/// Usually does not need to be called manually
		/// Returns success/failure of this node only
		/// </summary>
		public static bool ContinueCalculation (Node node) 
		{
			if (node.calculated)
				return false;
			if ((node.descendantsCalculated () || node.isInLoop ()) && node.Calculate ())
			{ // finished Calculating, continue with the children
				node.calculated = true;
				calculationCount++;
				workList.Remove (node);
				if (node.ContinueCalculation && calculationCount < 1000) 
				{
					foreach (NodeOutput output in node.Outputs)
					{
						foreach (NodeInput connection in output.connections)
							ContinueCalculation (connection.body);
					}
				}
				else if (calculationCount >= 1000)
					Debug.LogError ("Stopped calculation because of suspected Recursion. Maximum calculation iteration is currently at 1000!");
				return true;
			}
			else if (!workList.Contains (node)) 
			{ // failed to calculate, add it to check later
				workList.Add (node);
			}
			return false;
		}
		public static void IssueOnMoveNode (Node node) 
		{
			if (OnMoveNode != null)
				OnMoveNode.Invoke (node);
			for (int cnt = 0; cnt < receiverCount; cnt++) 
			{
				if (callbackReceiver [cnt] == null)
					callbackReceiver.RemoveAt (cnt--);
				else
					callbackReceiver [cnt].OnMoveNode (node);
			}
		}
Esempio n. 22
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		/// <summary>
		/// Recalculate from this node. 
		/// Usually does not need to be called manually
		/// </summary>
		public static void RecalculateFrom (Node node) 
		{
			node.ClearCalculation ();
			workList = new List<Node> { node };
			StartCalculation ();
		}
Esempio n. 23
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 public static void CreateTransition(Node fromNode, Node toNode)
 {
     Transition.Create (fromNode, toNode);
 }
Esempio n. 24
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        /// <summary>
        /// A recursive function to clear all calculations depending on this node.
        /// Usually does not need to be called manually
        /// </summary>
        public void ClearCalculation()
        {
            if (startRecursiveSearchNode == null || recursiveSearchSurpassed == null)
            { // Start search
                recursiveSearchSurpassed = new List<Node> ();
                startRecursiveSearchNode = this;
            }

            if (recursiveSearchSurpassed.Contains (this))
                return;
            recursiveSearchSurpassed.Add (this);

            calculated = false;
            for (int outCnt = 0; outCnt < Outputs.Count; outCnt++)
            {
                NodeOutput output = Outputs [outCnt];
                for (int conCnt = 0; conCnt < output.connections.Count; conCnt++)
                    output.connections [conCnt].body.ClearCalculation ();
            }

            if (startRecursiveSearchNode == this)
            { // End search
                recursiveSearchSurpassed = null;
                startRecursiveSearchNode = null;
            }
        }
Esempio n. 25
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 /// <summary>
 /// Recursively checks whether any node in the loop to be made allows recursion.
 /// Other node is the node this node needs connect to in order to fill the loop (other node being the node coming AFTER this node).
 /// That means isChildOf has to be confirmed before calling this!
 /// </summary>
 internal bool allowsLoopRecursion(Node otherNode)
 {
     if (AllowRecursion)
         return true;
     if (otherNode == null)
         return false;
     if (BeginRecursiveSearchLoop ()) return false;
     for (int cnt = 0; cnt < Inputs.Count; cnt++)
     {
         NodeOutput connection = Inputs [cnt].connection;
         if (connection != null)
         {
             if (connection.body != startRecursiveSearchNode)
             {
                 if (connection.body.allowsLoopRecursion (otherNode))
                 {
                     StopRecursiveSearchLoop ();
                     return true;
                 }
             }
         }
     }
     EndRecursiveSearchLoop ();
     return false;
 }
		public virtual void OnDeleteNode (Node node) {}
Esempio n. 27
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        /// <summary>
        /// Begins the recursive search loop and returns whether this node has already been searched
        /// </summary>
        internal bool BeginRecursiveSearchLoop()
        {
            if (startRecursiveSearchNode == null || recursiveSearchSurpassed == null)
            { // Start search
                recursiveSearchSurpassed = new List<Node> ();
                startRecursiveSearchNode = this;
            }

            if (recursiveSearchSurpassed.Contains (this))
                return true;
            recursiveSearchSurpassed.Add (this);
            return false;
        }
		public virtual void OnMoveNode (Node node) {}
Esempio n. 29
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 /// <summary>
 /// Stops the recursive search loop immediately. Call when you found what you needed.
 /// </summary>
 internal void StopRecursiveSearchLoop()
 {
     recursiveSearchSurpassed = null;
     startRecursiveSearchNode = null;
 }
Esempio n. 30
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 /// <summary>
 /// Recursively checks whether this node is a child of the other node
 /// </summary>
 public bool isChildOf(Node otherNode)
 {
     if (otherNode == null || otherNode == this)
         return false;
     if (BeginRecursiveSearchLoop ()) return false;
     foreach (NodeInput input in Inputs)
     {
         NodeOutput connection = input.connection;
         if (connection != null && connection.body != startRecursiveSearchNode)
         {
             if (connection.body == otherNode || connection.body.isChildOf (otherNode))
             {
                 StopRecursiveSearchLoop ();
                 return true;
             }
         }
     }
     EndRecursiveSearchLoop ();
     return false;
 }
Esempio n. 31
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 /// <summary>
 /// Inits the base node and subscribes it in the node body for drawing and requests to load the texture through 'ReloadTexture'
 /// </summary>
 protected void InitBase(Node nodeBody, NodeSide nodeSide, float nodeSidePosition, string knobName)
 {
     body = nodeBody;
     side = nodeSide;
     sidePosition = nodeSidePosition;
     name = knobName;
     nodeBody.nodeKnobs.Add (this);
     ReloadKnobTexture ();
 }
Esempio n. 32
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 /// <summary>
 /// Recursively checks whether any node in the loop to be made allows recursion.
 /// Other node is the node this node needs connect to in order to fill the loop (other node being the node coming AFTER this node).
 /// That means isChildOf has to be confirmed before calling this!
 /// </summary>
 internal bool allowsLoopRecursion(Node otherNode)
 {
     if (AllowRecursion)
         return true;
     if (otherNode == null)
         return false;
     if (BeginRecursiveSearchLoop ()) return false;
     foreach (NodeInput input in Inputs)
     {
         NodeOutput connection = input.connection;
         if (connection != null && connection.body != startRecursiveSearchNode)
         {
             if (connection.body.allowsLoopRecursion (otherNode))
             {
                 StopRecursiveSearchLoop ();
                 return true;
             }
         }
     }
     EndRecursiveSearchLoop ();
     return false;
 }
        [EventHandlerAttribute(EventType.DragPerform, 90)] // Priority over hundred to make it call after the GUI
        private static void HandleDragAndDrop(NodeEditorInputInfo inputInfo)
        {
            if (inputInfo.inputEvent.type == EventType.DragUpdated || (inputInfo.inputEvent.type == EventType.DragPerform))
            {
                //Debug.LogError("handle drag " + inputInfo.inputEvent.type);
                DragAndDrop.visualMode = DragAndDropVisualMode.Copy;
                if (inputInfo.inputEvent.type == EventType.DragPerform && DragAndDrop.objectReferences.Length > 0 &&
                    (DragAndDrop.objectReferences[0] is Texture2D))
                {
                    Debug.Log(" drag texture " + DragAndDrop.objectReferences[0]);
                    UnityTextureInput node =
                        (UnityTextureInput)
                        Node.Create("UnityTextureInput", NodeEditor.ScreenToCanvasSpace(inputInfo.inputPos));
                    node.m_Input = DragAndDrop.objectReferences[0] as Texture2D;
                    inputInfo.inputEvent.Use();
                }
                else if (inputInfo.inputEvent.type == EventType.DragPerform &&
                         DragAndDrop.GetGenericData("GenericDragColumnDragging") != null)
                {
                    DragAndDrop.AcceptDrag();
                    //Debug.Log("dragged generic data "+ DragAndDrop.GetGenericData("GenericDragColumnDragging"));
                    List <UnityEditor.IMGUI.Controls.TreeViewItem> _data =
                        DragAndDrop.GetGenericData("GenericDragColumnDragging") as
                        List <UnityEditor.IMGUI.Controls.TreeViewItem>;
                    var draggedElements = new List <TreeElement>();
                    foreach (var x in _data)
                    {
                        draggedElements.Add(((TreeViewItem <MyTreeElement>)x).data);
                    }

                    var srcItem = draggedElements[0] as MyTreeElement;
                    if (srcItem.m_Canvas)
                    {
                        SubTreeNode node =
                            (SubTreeNode)
                            Node.Create("SubTreeNode", NodeEditor.ScreenToCanvasSpace(inputInfo.inputPos));
                        node.SubCanvas = srcItem.m_Canvas;
                        string assetPath = AssetDatabase.GetAssetPath(node.SubCanvas);
                        //                    Debug.Log("drag and drop asset canvas path >" + assetPath + "<");
                        if (assetPath.Length > 0)
                        {
                            node.m_CanvasGuid = AssetDatabase.AssetPathToGUID(assetPath);
                            Debug.LogError(" set canvasGuid from asset >" + node.m_CanvasGuid + "<");
                            string fname = Path.GetFileName(assetPath);
                            fname     = Path.ChangeExtension(fname, "");
                            node.name = "Sub:" + fname;
                        }


                        node.OnLoadCanvas();
                    }
                    else
                    {
                        Node node = Node.Create(srcItem.m_NodeID, NodeEditor.ScreenToCanvasSpace(inputInfo.inputPos));
                    }
                    inputInfo.inputEvent.Use();
                }
                else if (inputInfo.inputEvent.type == EventType.DragPerform &&
                         DragAndDrop.objectReferences.Length > 0 && (DragAndDrop.objectReferences[0] is NodeCanvas))
                {
                    DragAndDrop.AcceptDrag();
                    //                    Debug.Log(" drag and drop " + DragAndDrop.objectReferences[0] + " co ord " + Event.current.mousePosition);
                    SubTreeNode node =
                        (SubTreeNode)
                        Node.Create("SubTreeNode", NodeEditor.ScreenToCanvasSpace(inputInfo.inputPos));
                    node.SubCanvas = (NodeCanvas)DragAndDrop.objectReferences[0];
                    string assetPath = AssetDatabase.GetAssetPath(node.SubCanvas);
                    //                    Debug.Log("drag and drop asset canvas path >" + assetPath + "<");
                    if (assetPath.Length > 0)
                    {
                        node.m_CanvasGuid = AssetDatabase.AssetPathToGUID(assetPath);
                        Debug.LogError(" set canvasGuid from asset >" + node.m_CanvasGuid + "<");
                        string fname = Path.GetFileName(assetPath);
                        fname     = Path.ChangeExtension(fname, "");
                        node.name = "Sub:" + fname;
                    }
                    inputInfo.inputEvent.Use();

                    node.OnLoadCanvas();
                }
            }
        }
Esempio n. 34
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 /// <summary>
 /// Recursively checks whether this node is a child of the other node
 /// </summary>
 public bool isChildOf(Node otherNode)
 {
     if (otherNode == null)
         return false;
     for (int cnt = 0; cnt < Inputs.Count; cnt++)
     {
         if (Inputs [cnt].connection != null)
         {
             if (Inputs [cnt].connection.body == otherNode)
                 return true;
             else if (Inputs [cnt].connection.body.isChildOf (otherNode)) // Recursively searching
                 return true;
         }
     }
     return false;
 }
		public virtual void OnAddNode (Node node) {}
Esempio n. 36
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 private void FinishRecursiveSearchLoop()
 {
     recursiveSearchSurpassed = null;
     startRecursiveSearchNode = null;
 }