/// <summary> Dublicate selected nodes and select the dublicates </summary> public void DublicateSelectedNodes() { UnityEngine.Object[] newNodes = new UnityEngine.Object[Selection.objects.Length]; Dictionary <XNode.Node, XNode.Node> substitutes = new Dictionary <XNode.Node, XNode.Node>(); for (int i = 0; i < Selection.objects.Length; i++) { if (Selection.objects[i] is XNode.Node) { XNode.Node srcNode = Selection.objects[i] as XNode.Node; if (srcNode.graph != graph) { continue; // ignore nodes selected in another graph } XNode.Node newNode = graph.CopyNode(srcNode); substitutes.Add(srcNode, newNode); newNode.position = srcNode.position + new Vector2(30, 30); newNodes[i] = newNode; } } // Walk through the selected nodes again, recreate connections, using the new nodes for (int i = 0; i < Selection.objects.Length; i++) { if (Selection.objects[i] is XNode.Node) { XNode.Node srcNode = Selection.objects[i] as XNode.Node; if (srcNode.graph != graph) { continue; // ignore nodes selected in another graph } foreach (XNode.NodePort port in srcNode.Ports) { for (int c = 0; c < port.ConnectionCount; c++) { XNode.NodePort inputPort = port.direction == XNode.NodePort.IO.Input ? port : port.GetConnection(c); XNode.NodePort outputPort = port.direction == XNode.NodePort.IO.Output ? port : port.GetConnection(c); if (substitutes.ContainsKey(inputPort.node) && substitutes.ContainsKey(outputPort.node)) { XNode.Node newNodeIn = substitutes[inputPort.node]; XNode.Node newNodeOut = substitutes[outputPort.node]; newNodeIn.UpdateStaticPorts(); newNodeOut.UpdateStaticPorts(); inputPort = newNodeIn.GetInputPort(inputPort.fieldName); outputPort = newNodeOut.GetOutputPort(outputPort.fieldName); } if (!inputPort.IsConnectedTo(outputPort)) { inputPort.Connect(outputPort); } } } } } Selection.objects = newNodes; }