Пример #1
0
        public void DeselectNode(xNode.Node node)
        {
            List <Object> selection = new List <Object>(Selection.objects);

            selection.Remove(node);
            Selection.objects = selection.ToArray();
        }
Пример #2
0
        private bool ShouldBeCulled(xNode.Node node)
        {
            Vector2 nodePos = this.GridToWindowPositionNoClipped(node.position);

            if (nodePos.x / this._zoom > this.position.width)
            {
                return(true);                                                    // Right
            }
            else if (nodePos.y / this._zoom > this.position.height)
            {
                return(true);                                                    // Bottom
            }
            else if (this.nodeSizes.ContainsKey(node))
            {
                Vector2 size = this.nodeSizes[node];
                if (nodePos.x + size.x < 0)
                {
                    return(true);                             // Left
                }
                else if (nodePos.y + size.y < 0)
                {
                    return(true);                             // Top
                }
            }

            return(false);
        }
Пример #3
0
        /// <summary> Attempt to connect dragged output to target node </summary>
        public void AutoConnect(xNode.Node node)
        {
            if (this.autoConnectOutput == null)
            {
                return;
            }

            // Find input port of same type
            xNode.NodePort inputPort =
                node.Ports.FirstOrDefault(x => x.IsInput && x.ValueType == this.autoConnectOutput.ValueType);
            // Fallback to input port
            if (inputPort == null)
            {
                inputPort = node.Ports.FirstOrDefault(x => x.IsInput);
            }
            // Autoconnect if connection is compatible
            if (inputPort != null && inputPort.CanConnectTo(this.autoConnectOutput))
            {
                this.autoConnectOutput.Connect(inputPort);
            }

            // Save changes
            EditorUtility.SetDirty(this.graph);
            if (NodeEditorPreferences.GetSettings().autoSave)
            {
                AssetDatabase.SaveAssets();
            }
            this.autoConnectOutput = null;
        }
Пример #4
0
        /// <summary> Draw this node on top of other nodes by placing it last in the graph.nodes list </summary>
        public void MoveNodeToTop(xNode.Node node)
        {
            int index;

            while ((index = this.graph.nodes.IndexOf(node)) != this.graph.nodes.Count - 1)
            {
                this.graph.nodes[index]     = this.graph.nodes[index + 1];
                this.graph.nodes[index + 1] = node;
            }
        }
Пример #5
0
 /// <summary> Make a field for a serialized property. Automatically displays relevant node port. </summary>
 public static void PropertyField(SerializedProperty property, GUIContent label, bool includeChildren = true, params GUILayoutOption[] options)
 {
     if (property == null)
     {
         throw new NullReferenceException();
     }
     xNode.Node     node = property.serializedObject.targetObject as xNode.Node;
     xNode.NodePort port = node.GetPort(property.name);
     PropertyField(property, label, port, includeChildren);
 }
Пример #6
0
        /// <summary> Add items for the context menu when right-clicking this node. Override to add custom menu items. </summary>
        public virtual void AddContextMenuItems(GenericMenu menu)
        {
            Vector2 pos       = NodeEditorWindow.current.WindowToGridPosition(Event.current.mousePosition);
            var     nodeTypes = NodeEditorReflection.nodeTypes.OrderBy(type => GetNodeMenuOrder(type)).ToArray();

            for (int i = 0; i < nodeTypes.Length; i++)
            {
                Type type = nodeTypes[i];

                //Get node context menu path
                string path = GetNodeMenuName(type);
                if (string.IsNullOrEmpty(path))
                {
                    continue;
                }

                // Check if user is allowed to add more of given node type
                xNode.Node.DisallowMultipleNodesAttribute disallowAttrib;
                bool disallowed = false;
                if (NodeEditorUtilities.GetAttrib(type, out disallowAttrib))
                {
                    int typeCount = target.nodes.Count(x => x.GetType() == type);
                    if (typeCount >= disallowAttrib.max)
                    {
                        disallowed = true;
                    }
                }

                // Add node entry to context menu
                if (disallowed)
                {
                    menu.AddItem(new GUIContent(path), false, null);
                }
                else
                {
                    menu.AddItem(new GUIContent(path), false, () => {
                        xNode.Node node = CreateNode(type, pos);
                        NodeEditorWindow.current.AutoConnect(node);
                    });
                }
            }
            menu.AddSeparator("");
            if (NodeEditorWindow.copyBuffer != null && NodeEditorWindow.copyBuffer.Length > 0)
            {
                menu.AddItem(new GUIContent("Paste"), false, () => NodeEditorWindow.current.PasteNodes(pos));
            }
            else
            {
                menu.AddDisabledItem(new GUIContent("Paste"));
            }
            menu.AddItem(new GUIContent("Preferences"), false, () => NodeEditorReflection.OpenPreferences());
            menu.AddCustomContextMenuItems(target);
        }
Пример #7
0
 /// <summary> Creates a copy of the original node in the graph </summary>
 public virtual xNode.Node CopyNode(xNode.Node original)
 {
     Undo.RecordObject(target, "Duplicate Node");
     xNode.Node node = target.CopyNode(original);
     Undo.RegisterCreatedObjectUndo(node, "Duplicate Node");
     node.name = original.name;
     AssetDatabase.AddObjectToAsset(node, target);
     if (NodeEditorPreferences.GetSettings().autoSave)
     {
         AssetDatabase.SaveAssets();
     }
     return(node);
 }
Пример #8
0
 public void SelectNode(xNode.Node node, bool add)
 {
     if (add)
     {
         List <Object> selection = new List <Object>(Selection.objects);
         selection.Add(node);
         Selection.objects = selection.ToArray();
     }
     else
     {
         Selection.objects = new Object[] { node }
     };
 }
Пример #9
0
        /// <summary> Draw an editable list of dynamic ports. Port names are named as "[fieldName] [index]" </summary>
        /// <param name="fieldName">Supply a list for editable values</param>
        /// <param name="type">Value type of added dynamic ports</param>
        /// <param name="serializedObject">The serializedObject of the node</param>
        /// <param name="connectionType">Connection type of added dynamic ports</param>
        /// <param name="onCreation">Called on the list on creation. Use this if you want to customize the created ReorderableList</param>
        public static void DynamicPortList(string fieldName, Type type, SerializedObject serializedObject, xNode.NodePort.IO io, xNode.Node.ConnectionType connectionType = xNode.Node.ConnectionType.Multiple, xNode.Node.TypeConstraint typeConstraint = xNode.Node.TypeConstraint.None, Action <ReorderableList> onCreation = null)
        {
            xNode.Node node = serializedObject.targetObject as xNode.Node;

            var indexedPorts = node.DynamicPorts.Select(x => {
                string[] split = x.fieldName.Split(' ');
                if (split != null && split.Length == 2 && split[0] == fieldName)
                {
                    int i = -1;
                    if (int.TryParse(split[1], out i))
                    {
                        return(new { index = i, port = x });
                    }
                }
                return(new { index = -1, port = (xNode.NodePort)null });
            }).Where(x => x.port != null);
            List <xNode.NodePort> dynamicPorts = indexedPorts.OrderBy(x => x.index).Select(x => x.port).ToList();

            node.UpdatePorts();

            ReorderableList list = null;
            Dictionary <string, ReorderableList> rlc;

            if (reorderableListCache.TryGetValue(serializedObject.targetObject, out rlc))
            {
                if (!rlc.TryGetValue(fieldName, out list))
                {
                    list = null;
                }
            }
            // If a ReorderableList isn't cached for this array, do so.
            if (list == null)
            {
                SerializedProperty arrayData = serializedObject.FindProperty(fieldName);
                list = CreateReorderableList(fieldName, dynamicPorts, arrayData, type, serializedObject, io, connectionType, typeConstraint, onCreation);
                if (reorderableListCache.TryGetValue(serializedObject.targetObject, out rlc))
                {
                    rlc.Add(fieldName, list);
                }
                else
                {
                    reorderableListCache.Add(serializedObject.targetObject, new Dictionary <string, ReorderableList>()
                    {
                        { fieldName, list }
                    });
                }
            }
            list.list = dynamicPorts;
            list.DoLayoutList();
        }
Пример #10
0
        /// <summary> Automatically delete Node sub-assets before deleting their script.
        /// This is important to do, because you can't delete null sub assets.
        /// <para/> For another workaround, see: https://gitlab.com/RotaryHeart-UnityShare/subassetmissingscriptdelete </summary>
        private static AssetDeleteResult OnWillDeleteAsset(string path, RemoveAssetOptions options)
        {
            // Skip processing anything without the .cs extension
            if (Path.GetExtension(path) != ".cs")
            {
                return(AssetDeleteResult.DidNotDelete);
            }

            // Get the object that is requested for deletion
            UnityEngine.Object obj = AssetDatabase.LoadAssetAtPath <UnityEngine.Object> (path);

            // If we aren't deleting a script, return
            if (!(obj is UnityEditor.MonoScript))
            {
                return(AssetDeleteResult.DidNotDelete);
            }

            // Check script type. Return if deleting a non-node script
            UnityEditor.MonoScript script     = obj as UnityEditor.MonoScript;
            System.Type            scriptType = script.GetClass();
            if (scriptType == null || (scriptType != typeof(xNode.Node) && !scriptType.IsSubclassOf(typeof(xNode.Node))))
            {
                return(AssetDeleteResult.DidNotDelete);
            }

            // Find all ScriptableObjects using this script
            string[] guids = AssetDatabase.FindAssets("t:" + scriptType);
            for (int i = 0; i < guids.Length; i++)
            {
                string   assetpath = AssetDatabase.GUIDToAssetPath(guids[i]);
                Object[] objs      = AssetDatabase.LoadAllAssetRepresentationsAtPath(assetpath);
                for (int k = 0; k < objs.Length; k++)
                {
                    xNode.Node node = objs[k] as xNode.Node;
                    if (node.GetType() == scriptType)
                    {
                        if (node != null && node.graph != null)
                        {
                            // Delete the node and notify the user
                            Debug.LogWarning(node.name + " of " + node.graph + " depended on deleted script and has been removed automatically.", node.graph);
                            node.graph.RemoveNode(node);
                        }
                    }
                }
            }
            // We didn't actually delete the script. Tell the internal system to carry on with normal deletion procedure
            return(AssetDeleteResult.DidNotDelete);
        }
Пример #11
0
 /// <summary> Initiate a rename on the currently selected node </summary>
 public void RenameSelectedNode()
 {
     if (Selection.objects.Length == 1 && Selection.activeObject is xNode.Node)
     {
         xNode.Node node = Selection.activeObject as xNode.Node;
         Vector2    size;
         if (this.nodeSizes.TryGetValue(node, out size))
         {
             RenamePopup.Show(Selection.activeObject, size.x);
         }
         else
         {
             RenamePopup.Show(Selection.activeObject);
         }
     }
 }
Пример #12
0
        /// <summary> Return false for nodes that can't be removed </summary>
        public virtual bool CanRemove(xNode.Node node)
        {
            // Check graph attributes to see if this node is required
            Type graphType = target.GetType();

            xNode.NodeGraph.RequireNodeAttribute[] attribs = Array.ConvertAll(
                graphType.GetCustomAttributes(typeof(xNode.NodeGraph.RequireNodeAttribute), true), x => x as xNode.NodeGraph.RequireNodeAttribute);
            if (attribs.Any(x => x.Requires(node.GetType())))
            {
                if (target.nodes.Count(x => x.GetType() == node.GetType()) <= 1)
                {
                    return(false);
                }
            }
            return(true);
        }
Пример #13
0
        private void RecalculateDragOffsets(Event current)
        {
            dragOffset = new Vector2[Selection.objects.Length + this.selectedReroutes.Count];
            // Selected nodes
            for (int i = 0; i < Selection.objects.Length; i++)
            {
                if (Selection.objects[i] is xNode.Node)
                {
                    xNode.Node node = Selection.objects[i] as xNode.Node;
                    dragOffset[i] = node.position - this.WindowToGridPosition(current.mousePosition);
                }
            }

            // Selected reroutes
            for (int i = 0; i < this.selectedReroutes.Count; i++)
            {
                dragOffset[Selection.objects.Length + i] = this.selectedReroutes[i].GetPoint() - this.WindowToGridPosition(current.mousePosition);
            }
        }
Пример #14
0
        /// <summary> Remove nodes in the graph in Selection.objects</summary>
        public void RemoveSelectedNodes()
        {
            // We need to delete reroutes starting at the highest point index to avoid shifting indices
            this.selectedReroutes = this.selectedReroutes.OrderByDescending(x => x.pointIndex).ToList();
            for (int i = 0; i < this.selectedReroutes.Count; i++)
            {
                this.selectedReroutes[i].RemovePoint();
            }

            this.selectedReroutes.Clear();
            foreach (UnityEngine.Object item in Selection.objects)
            {
                if (item is xNode.Node)
                {
                    xNode.Node node = item as xNode.Node;
                    this.graphEditor.RemoveNode(node);
                }
            }
        }
Пример #15
0
        bool IsHoveringTitle(xNode.Node node)
        {
            Vector2 mousePos = Event.current.mousePosition;
            //Get node position
            Vector2 nodePos = this.GridToWindowPosition(node.position);
            float   width;
            Vector2 size;

            if (this.nodeSizes.TryGetValue(node, out size))
            {
                width = size.x;
            }
            else
            {
                width = 200;
            }
            Rect windowRect = new Rect(nodePos, new Vector2(width / this.zoom, 30 / this.zoom));

            return(windowRect.Contains(mousePos));
        }
Пример #16
0
 /// <summary> Create a node and save it in the graph asset </summary>
 public virtual xNode.Node CreateNode(Type type, Vector2 position)
 {
     Undo.RecordObject(target, "Create Node");
     xNode.Node node = target.AddNode(type);
     Undo.RegisterCreatedObjectUndo(node, "Create Node");
     node.position = position;
     if (node.name == null || node.name.Trim() == "")
     {
         node.name = NodeEditorUtilities.NodeDefaultName(type);
     }
     if (!string.IsNullOrEmpty(AssetDatabase.GetAssetPath(target)))
     {
         AssetDatabase.AddObjectToAsset(node, target);
     }
     if (NodeEditorPreferences.GetSettings().autoSave)
     {
         AssetDatabase.SaveAssets();
     }
     NodeEditorWindow.RepaintAll();
     return(node);
 }
Пример #17
0
        /// <summary> Safely remove a node and all its connections. </summary>
        public virtual void RemoveNode(xNode.Node node)
        {
            if (!CanRemove(node))
            {
                return;
            }

            // Remove the node
            Undo.RecordObject(node, "Delete Node");
            Undo.RecordObject(target, "Delete Node");
            foreach (var port in node.Ports)
            {
                foreach (var conn in port.GetConnections())
                {
                    Undo.RecordObject(conn.node, "Delete Node");
                }
            }
            target.RemoveNode(node);
            Undo.DestroyObjectImmediate(node);
            if (NodeEditorPreferences.GetSettings().autoSave)
            {
                AssetDatabase.SaveAssets();
            }
        }
Пример #18
0
 public NodePortReference(xNode.NodePort nodePort)
 {
     _node = nodePort.node;
     _name = nodePort.fieldName;
 }
Пример #19
0
        private static ReorderableList CreateReorderableList(string fieldName, List <xNode.NodePort> dynamicPorts, SerializedProperty arrayData, Type type, SerializedObject serializedObject, xNode.NodePort.IO io, xNode.Node.ConnectionType connectionType, xNode.Node.TypeConstraint typeConstraint, Action <ReorderableList> onCreation)
        {
            bool hasArrayData = arrayData != null && arrayData.isArray;

            xNode.Node      node  = serializedObject.targetObject as xNode.Node;
            ReorderableList list  = new ReorderableList(dynamicPorts, null, true, true, true, true);
            string          label = arrayData != null ? arrayData.displayName : ObjectNames.NicifyVariableName(fieldName);

            list.drawElementCallback =
                (Rect rect, int index, bool isActive, bool isFocused) => {
                xNode.NodePort port = node.GetPort(fieldName + " " + index);
                if (hasArrayData && arrayData.propertyType != SerializedPropertyType.String)
                {
                    if (arrayData.arraySize <= index)
                    {
                        EditorGUI.LabelField(rect, "Array[" + index + "] data out of range");
                        return;
                    }
                    SerializedProperty itemData = arrayData.GetArrayElementAtIndex(index);
                    EditorGUI.PropertyField(rect, itemData, true);
                }
                else
                {
                    EditorGUI.LabelField(rect, port != null ? port.fieldName : "");
                }
                if (port != null)
                {
                    Vector2 pos = rect.position + (port.IsOutput ? new Vector2(rect.width + 6, 0) : new Vector2(-36, 0));
                    NodeEditorGUILayout.PortField(pos, port);
                }
            };
            list.elementHeightCallback =
                (int index) => {
                if (hasArrayData)
                {
                    if (arrayData.arraySize <= index)
                    {
                        return(EditorGUIUtility.singleLineHeight);
                    }
                    SerializedProperty itemData = arrayData.GetArrayElementAtIndex(index);
                    return(EditorGUI.GetPropertyHeight(itemData));
                }
                else
                {
                    return(EditorGUIUtility.singleLineHeight);
                }
            };
            list.drawHeaderCallback =
                (Rect rect) => {
                EditorGUI.LabelField(rect, label);
            };
            list.onSelectCallback =
                (ReorderableList rl) => {
                reorderableListIndex = rl.index;
            };
            list.onReorderCallback =
                (ReorderableList rl) => {
                bool hasRect    = false;
                bool hasNewRect = false;
                Rect rect       = Rect.zero;
                Rect newRect    = Rect.zero;
                // Move up
                if (rl.index > reorderableListIndex)
                {
                    for (int i = reorderableListIndex; i < rl.index; ++i)
                    {
                        xNode.NodePort port     = node.GetPort(fieldName + " " + i);
                        xNode.NodePort nextPort = node.GetPort(fieldName + " " + (i + 1));
                        port.SwapConnections(nextPort);

                        // Swap cached positions to mitigate twitching
                        hasRect    = NodeEditorWindow.current.portConnectionPoints.TryGetValue(port, out rect);
                        hasNewRect = NodeEditorWindow.current.portConnectionPoints.TryGetValue(nextPort, out newRect);
                        NodeEditorWindow.current.portConnectionPoints[port]     = hasNewRect ? newRect : rect;
                        NodeEditorWindow.current.portConnectionPoints[nextPort] = hasRect ? rect : newRect;
                    }
                }
                // Move down
                else
                {
                    for (int i = reorderableListIndex; i > rl.index; --i)
                    {
                        xNode.NodePort port     = node.GetPort(fieldName + " " + i);
                        xNode.NodePort nextPort = node.GetPort(fieldName + " " + (i - 1));
                        port.SwapConnections(nextPort);

                        // Swap cached positions to mitigate twitching
                        hasRect    = NodeEditorWindow.current.portConnectionPoints.TryGetValue(port, out rect);
                        hasNewRect = NodeEditorWindow.current.portConnectionPoints.TryGetValue(nextPort, out newRect);
                        NodeEditorWindow.current.portConnectionPoints[port]     = hasNewRect ? newRect : rect;
                        NodeEditorWindow.current.portConnectionPoints[nextPort] = hasRect ? rect : newRect;
                    }
                }
                // Apply changes
                serializedObject.ApplyModifiedProperties();
                serializedObject.Update();

                // Move array data if there is any
                if (hasArrayData)
                {
                    arrayData.MoveArrayElement(reorderableListIndex, rl.index);
                }

                // Apply changes
                serializedObject.ApplyModifiedProperties();
                serializedObject.Update();
                NodeEditorWindow.current.Repaint();
                EditorApplication.delayCall += NodeEditorWindow.current.Repaint;
            };
            list.onAddCallback =
                (ReorderableList rl) => {
                // Add dynamic port postfixed with an index number
                string newName = fieldName + " 0";
                int    i       = 0;
                while (node.HasPort(newName))
                {
                    newName = fieldName + " " + (++i);
                }

                if (io == xNode.NodePort.IO.Output)
                {
                    node.AddDynamicOutput(type, connectionType, xNode.Node.TypeConstraint.None, newName);
                }
                else
                {
                    node.AddDynamicInput(type, connectionType, typeConstraint, newName);
                }
                serializedObject.Update();
                EditorUtility.SetDirty(node);
                if (hasArrayData)
                {
                    arrayData.InsertArrayElementAtIndex(arrayData.arraySize);
                }
                serializedObject.ApplyModifiedProperties();
            };
            list.onRemoveCallback =
                (ReorderableList rl) => {
                var indexedPorts = node.DynamicPorts.Select(x => {
                    string[] split = x.fieldName.Split(' ');
                    if (split != null && split.Length == 2 && split[0] == fieldName)
                    {
                        int i = -1;
                        if (int.TryParse(split[1], out i))
                        {
                            return(new { index = i, port = x });
                        }
                    }
                    return(new { index = -1, port = (xNode.NodePort)null });
                }).Where(x => x.port != null);
                dynamicPorts = indexedPorts.OrderBy(x => x.index).Select(x => x.port).ToList();

                int index = rl.index;

                if (dynamicPorts[index] == null)
                {
                    Debug.LogWarning("No port found at index " + index + " - Skipped");
                }
                else if (dynamicPorts.Count <= index)
                {
                    Debug.LogWarning("DynamicPorts[" + index + "] out of range. Length was " + dynamicPorts.Count + " - Skipped");
                }
                else
                {
                    // Clear the removed ports connections
                    dynamicPorts[index].ClearConnections();
                    // Move following connections one step up to replace the missing connection
                    for (int k = index + 1; k < dynamicPorts.Count(); k++)
                    {
                        for (int j = 0; j < dynamicPorts[k].ConnectionCount; j++)
                        {
                            xNode.NodePort other = dynamicPorts[k].GetConnection(j);
                            dynamicPorts[k].Disconnect(other);
                            dynamicPorts[k - 1].Connect(other);
                        }
                    }
                    // Remove the last dynamic port, to avoid messing up the indexing
                    node.RemoveDynamicPort(dynamicPorts[dynamicPorts.Count() - 1].fieldName);
                    serializedObject.Update();
                    EditorUtility.SetDirty(node);
                }

                if (hasArrayData && arrayData.propertyType != SerializedPropertyType.String)
                {
                    if (arrayData.arraySize <= index)
                    {
                        Debug.LogWarning("Attempted to remove array index " + index + " where only " + arrayData.arraySize + " exist - Skipped");
                        Debug.Log(rl.list[0]);
                        return;
                    }
                    arrayData.DeleteArrayElementAtIndex(index);
                    // Error handling. If the following happens too often, file a bug report at https://github.com/Siccity/xNode/issues
                    if (dynamicPorts.Count <= arrayData.arraySize)
                    {
                        while (dynamicPorts.Count <= arrayData.arraySize)
                        {
                            arrayData.DeleteArrayElementAtIndex(arrayData.arraySize - 1);
                        }
                        UnityEngine.Debug.LogWarning("Array size exceeded dynamic ports size. Excess items removed.");
                    }
                    serializedObject.ApplyModifiedProperties();
                    serializedObject.Update();
                }
            };

            if (hasArrayData)
            {
                int dynamicPortCount = dynamicPorts.Count;
                while (dynamicPortCount < arrayData.arraySize)
                {
                    // Add dynamic port postfixed with an index number
                    string newName = arrayData.name + " 0";
                    int    i       = 0;
                    while (node.HasPort(newName))
                    {
                        newName = arrayData.name + " " + (++i);
                    }
                    if (io == xNode.NodePort.IO.Output)
                    {
                        node.AddDynamicOutput(type, connectionType, typeConstraint, newName);
                    }
                    else
                    {
                        node.AddDynamicInput(type, connectionType, typeConstraint, newName);
                    }
                    EditorUtility.SetDirty(node);
                    dynamicPortCount++;
                }
                while (arrayData.arraySize < dynamicPortCount)
                {
                    arrayData.InsertArrayElementAtIndex(arrayData.arraySize);
                }
                serializedObject.ApplyModifiedProperties();
                serializedObject.Update();
            }
            if (onCreation != null)
            {
                onCreation(list);
            }
            return(list);
        }
Пример #20
0
        private void InsertDuplicateNodes(xNode.Node[] nodes, Vector2 topLeft)
        {
            if (nodes == null || nodes.Length == 0)
            {
                return;
            }

            // Get top-left node
            Vector2 topLeftNode = nodes.Select(x => x.position)
                                  .Aggregate((x, y) => new Vector2(Mathf.Min(x.x, y.x), Mathf.Min(x.y, y.y)));
            Vector2 offset = topLeft - topLeftNode;

            UnityEngine.Object[] newNodes = new UnityEngine.Object[nodes.Length];
            Dictionary <xNode.Node, xNode.Node> substitutes = new Dictionary <xNode.Node, xNode.Node>();

            for (int i = 0; i < nodes.Length; i++)
            {
                xNode.Node srcNode = nodes[i];
                if (srcNode == null)
                {
                    continue;
                }

                // Check if user is allowed to add more of given node type
                xNode.Node.DisallowMultipleNodesAttribute disallowAttrib;
                Type nodeType = srcNode.GetType();
                if (NodeEditorUtilities.GetAttrib(nodeType, out disallowAttrib))
                {
                    int typeCount = this.graph.nodes.Count(x => x.GetType() == nodeType);
                    if (typeCount >= disallowAttrib.max)
                    {
                        continue;
                    }
                }

                xNode.Node newNode = this.graphEditor.CopyNode(srcNode);
                substitutes.Add(srcNode, newNode);
                newNode.position = srcNode.position + offset;
                newNodes[i]      = newNode;
            }

            // Walk through the selected nodes again, recreate connections, using the new nodes
            for (int i = 0; i < nodes.Length; i++)
            {
                xNode.Node srcNode = nodes[i];
                if (srcNode == null)
                {
                    continue;
                }
                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);

                        xNode.Node newNodeIn, newNodeOut;
                        if (substitutes.TryGetValue(inputPort.node, out newNodeIn) &&
                            substitutes.TryGetValue(outputPort.node, out newNodeOut))
                        {
                            newNodeIn.UpdatePorts();
                            newNodeOut.UpdatePorts();
                            inputPort  = newNodeIn.GetInputPort(inputPort.fieldName);
                            outputPort = newNodeOut.GetOutputPort(outputPort.fieldName);
                        }

                        if (!inputPort.IsConnectedTo(outputPort))
                        {
                            inputPort.Connect(outputPort);
                        }
                    }
                }
            }

            EditorUtility.SetDirty(this.graph);
            // Select the new nodes
            Selection.objects = newNodes;
        }