コード例 #1
0
        private bool cycleDetected(BonsaiInputKnob input)
        {
            var currentNode = this.parentNode;

            while (currentNode != null)
            {
                // Cycle detected.
                if (input.parentNode == currentNode)
                {
                    return(true);
                }

                // There are no more parents to traverse to.
                if (currentNode.Input == null || currentNode.Input.outputConnection == null)
                {
                    break;
                }

                // Move up the tree.
                else
                {
                    currentNode = currentNode.Input.outputConnection.parentNode;
                }
            }

            // No cycle detected.
            return(false);
        }
コード例 #2
0
 internal void RemoveInputConnection(BonsaiInputKnob input)
 {
     if (_inputs.Remove(input))
     {
         parentNode.OnInputConnectionRemoved(input);
         input.outputConnection = null;
     }
 }
コード例 #3
0
ファイル: BonsaiEditor.cs プロジェクト: luis-l/UnityAssets
        // Reconstruct the editor connections from the tree.
        private void reconstructEditorConnections(Dictionary <BehaviourNode, BonsaiNode> nodeMap)
        {
            // Create the connections
            foreach (var bonsaiNode in canvas.Nodes)
            {
                for (int i = 0; i < bonsaiNode.behaviour.ChildCount(); ++i)
                {
                    BehaviourNode   child = bonsaiNode.behaviour.GetChildAt(i);
                    BonsaiInputKnob input = nodeMap[child].Input;

                    bonsaiNode.Output.Add(input);
                }
            }
        }
コード例 #4
0
        /// <summary>
        /// Called when the output knob made a connection to an input knob.
        /// </summary>
        /// <param name="newInput"></param>
        public void OnNewInputConnection(BonsaiInputKnob newInput)
        {
            var newChild = newInput.parentNode.behaviour;

            // If already connected, this occurs when
            // building canvas from a loaded tree.
            if (containsChild(newChild))
            {
                return;
            }

            if (!canAddChild(newChild))
            {
                unparent(newChild);
            }

            addChild(newChild);
        }
コード例 #5
0
        /// <summary>
        /// Create a new node for the first time.
        /// </summary>
        /// <param name="parentCanvas">The canvas that the node belongs to.</param>
        /// <param name="bCreateInput">If the node should have an input.</param>
        /// <param name="bCreateOuput">If the node should have an output.</param>
        public BonsaiNode(BonsaiCanvas parentCanvas, bool bCreateInput, bool bCreateOuput, bool bCanHaveMultipleChildren)
        {
            bodyRect = new Rect(Vector2.zero, kDefaultSize);

            if (bCreateInput)
            {
                _inputKnob            = new BonsaiInputKnob();
                _inputKnob.parentNode = this;
            }

            if (bCreateOuput)
            {
                _outputKnob            = new BonsaiOutputKnob();
                _outputKnob.parentNode = this;
            }

            this.bCanHaveMultipleChildren = bCanHaveMultipleChildren;
        }
コード例 #6
0
        public void Add(BonsaiInputKnob input)
        {
            // Avoid connecting it to a root.
            if (input.parentNode.behaviour == input.parentNode.behaviour.Tree.Root)
            {
                Debug.LogWarning("A root cannot be a child.");
                return;
            }

            // Avoid re-adding.
            if (Contains(input))
            {
                Debug.LogWarning("Already added.");
                return;
            }

            // Avoid cycles.
            if (cycleDetected(input))
            {
                Debug.LogWarning("Cycle detected.");
                return;
            }

            // If it is already parented, then unparent it.
            if (input.outputConnection != null)
            {
                input.outputConnection.RemoveInputConnection(input);
            }

            input.outputConnection = this;

            // Disconnect other inputs since we can only have 1.
            if (!parentNode.bCanHaveMultipleChildren)
            {
                RemoveAllInputs();
            }

            _inputs.Add(input);

            // Notify the parent that there was a new input.
            parentNode.OnNewInputConnection(input);
        }
コード例 #7
0
        /// <summary>
        /// Called when the output knob had an input connection removed.
        /// </summary>
        /// <param name="removedInputConnection"></param>
        public void OnInputConnectionRemoved(BonsaiInputKnob removedInputConnection)
        {
            var disconnectedNode = removedInputConnection.parentNode;

            removeChild(disconnectedNode.behaviour);
        }
コード例 #8
0
 public bool Contains(BonsaiInputKnob input)
 {
     return(_inputs.Contains(input));
 }