示例#1
0
        /// <summary>
        /// Saves the nodeCanvas in the current scene under the specified name along with the specified editorStates or, if specified, their working copies
        /// If also stored as an asset, it will loose the reference to the asset first
        /// </summary>
        public static void SaveSceneNodeCanvas(string saveName, ref NodeCanvas nodeCanvas, bool createWorkingCopy, bool safeOverwrite = true)
        {
            if (string.IsNullOrEmpty(saveName))
            {
                Debug.LogError("Cannot save Canvas to scene: No save name specified!");
                return;
            }

            if (nodeCanvas.GetType() == typeof(NodeCanvas))
            {
                throw new UnityException("Cannot save NodeCanvas: The NodeCanvas has no explicit type: '" + nodeCanvas.GetType().ToString() + "'. Please convert it to a valid type!");
            }

            if (!nodeCanvas.livesInScene
                #if UNITY_EDITOR // Make sure the canvas has no reference to an asset
                || UnityEditor.AssetDatabase.Contains(nodeCanvas)
                #endif
                )
            {
                //Debug.LogWarning ("Forced to create working copy of '" + saveName + "' when saving to scene because it already exists as an asset!");
                nodeCanvas = CreateWorkingCopy(nodeCanvas, true);
            }
            else
            {
                nodeCanvas.Validate(true);
            }

            nodeCanvas.livesInScene = true;
            nodeCanvas.name         = saveName;

            nodeCanvas.OnBeforeSavingCanvas();

            nodeCanvas.UpdateSource("SCENE/" + saveName);

            NodeCanvas savedCanvas = nodeCanvas;
            // Preprocess canvas
            ProcessCanvas(ref savedCanvas, createWorkingCopy);

            // Get the saveHolder and store the canvas
            NodeCanvasSceneSave sceneSave;
                #if UNITY_EDITOR
            if ((sceneSave = FindSceneSave(saveName)) != null && safeOverwrite)              // OVERWRITE
            {
                OverwriteCanvas(ref sceneSave.savedNodeCanvas, savedCanvas);
            }
            else
            {
                if (sceneSave == null)
                {
                    sceneSave = CreateSceneSave(saveName);
                }
                sceneSave.savedNodeCanvas = savedCanvas;
            }
            if (!Application.isPlaying)
            {
                        #if UNITY_5_3_OR_NEWER
                UnityEditor.SceneManagement.EditorSceneManager.MarkSceneDirty(UnityEngine.SceneManagement.SceneManager.GetActiveScene());
                        #else
                UnityEditor.EditorApplication.MarkSceneDirty();
                        #endif
            }
                #else
            sceneSave = FindOrCreateSceneSave(saveName);
            sceneSave.savedNodeCanvas = savedCanvas;
                #endif

                #if UNITY_EDITOR
            UnityEditor.EditorUtility.SetDirty(sceneSaveHolder);
                #endif
        }
        /// <summary>
        /// Creates a working copy of the specified nodeCanvas, and optionally also of it's associated editorStates.
        /// This breaks the link of this object to any stored assets and references. That means, that all changes to this object will have to be explicitly saved.
        /// </summary>
        public static NodeCanvas CreateWorkingCopy(NodeCanvas nodeCanvas, bool editorStates)
        {
            nodeCanvas.Validate(true);

            // Lists holding initial and cloned version of each ScriptableObject for later replacement of references
            List <ScriptableObject> allSOs    = new List <ScriptableObject> ();
            List <ScriptableObject> clonedSOs = new List <ScriptableObject> ();

            System.Func <ScriptableObject, ScriptableObject> copySOs = (ScriptableObject so) => ReplaceSO(allSOs, clonedSOs, so);

            // Clone and enter the canvas object and it's referenced SOs
            nodeCanvas = AddClonedSO(allSOs, clonedSOs, nodeCanvas);
            AddClonedSOs(allSOs, clonedSOs, nodeCanvas.GetScriptableObjects());

            // Iterate over the core ScriptableObjects in the canvas and clone them
            for (int nodeCnt = 0; nodeCnt < nodeCanvas.nodes.Count; nodeCnt++)
            {
                Node node = nodeCanvas.nodes[nodeCnt];
                node.CheckNodeKnobMigration();

                // Clone Node and additional scriptableObjects
                Node clonedNode = AddClonedSO(allSOs, clonedSOs, node);
                AddClonedSOs(allSOs, clonedSOs, clonedNode.GetScriptableObjects());

                // Clone NodeKnobs
                foreach (NodeKnob knob in clonedNode.nodeKnobs)
                {
                    AddClonedSO(allSOs, clonedSOs, knob);
                }
            }

            // Replace every reference to any of the initial SOs of the first list with the respective clones of the second list
            nodeCanvas.CopyScriptableObjects(copySOs);

            for (int nodeCnt = 0; nodeCnt < nodeCanvas.nodes.Count; nodeCnt++)
            {             // Replace SOs in all Nodes
                Node node = nodeCanvas.nodes[nodeCnt];

                // Replace node and additional ScriptableObjects with their copies
                Node clonedNode = nodeCanvas.nodes[nodeCnt] = ReplaceSO(allSOs, clonedSOs, node);
                clonedNode.CopyScriptableObjects(copySOs);

                // Replace NodeKnobs and restore Inputs/Outputs by NodeKnob type
                clonedNode.Inputs  = new List <NodeInput> ();
                clonedNode.Outputs = new List <NodeOutput> ();
                for (int knobCnt = 0; knobCnt < clonedNode.nodeKnobs.Count; knobCnt++)
                {                 // Clone generic NodeKnobs
                    NodeKnob knob = clonedNode.nodeKnobs[knobCnt] = ReplaceSO(allSOs, clonedSOs, clonedNode.nodeKnobs[knobCnt]);
                    knob.body = clonedNode;
                    knob.CopyScriptableObjects(copySOs);
                    // Add inputs/outputs to their lists again
                    if (knob is NodeInput)
                    {
                        clonedNode.Inputs.Add(knob as NodeInput);
                    }
                    else if (knob is NodeOutput)
                    {
                        clonedNode.Outputs.Add(knob as NodeOutput);
                    }
                }
            }

            if (editorStates)             // Clone the editorStates
            {
                nodeCanvas.editorStates = CreateWorkingCopy(nodeCanvas.editorStates, nodeCanvas);
            }
            // Fix references in editorStates to Nodes in the canvas
            foreach (NodeEditorState state in nodeCanvas.editorStates)
            {
                state.selectedNode = ReplaceSO(allSOs, clonedSOs, state.selectedNode);
            }

            return(nodeCanvas);
        }
示例#3
0
        /// <summary>
        /// Creates a working copy of the specified nodeCanvas, and optionally also of it's associated editorStates.
        /// This breaks the link of this object to any stored assets and references. That means, that all changes to this object will have to be explicitly saved.
        /// </summary>
        public static NodeCanvas CreateWorkingCopy(NodeCanvas nodeCanvas, bool editorStates)
        {
            nodeCanvas.Validate(true);
            nodeCanvas = Clone(nodeCanvas);

            // Take each SO, make a clone of it and store both versions in the respective list
            // This will only iterate over the 'source instances'
            List <ScriptableObject> allSOs    = new List <ScriptableObject> ();
            List <ScriptableObject> clonedSOs = new List <ScriptableObject> ();

            for (int nodeCnt = 0; nodeCnt < nodeCanvas.nodes.Count; nodeCnt++)
            {
                Node node = nodeCanvas.nodes[nodeCnt];
                node.CheckNodeKnobMigration();

                // Clone Node and additional scriptableObjects
                Node clonedNode = AddClonedSO(allSOs, clonedSOs, node);
                AddClonedSOs(allSOs, clonedSOs, clonedNode.GetScriptableObjects());

                foreach (NodeKnob knob in clonedNode.nodeKnobs)
                {                 // Clone NodeKnobs and additional scriptableObjects
                    AddClonedSO(allSOs, clonedSOs, knob);
                    AddClonedSOs(allSOs, clonedSOs, knob.GetScriptableObjects());
                }
            }

            // Replace every reference to any of the initial SOs of the first list with the respective clones of the second list
            for (int nodeCnt = 0; nodeCnt < nodeCanvas.nodes.Count; nodeCnt++)
            {             // Clone Nodes, structural content and additional scriptableObjects
                Node node = nodeCanvas.nodes[nodeCnt];
                // Replace node and additional ScriptableObjects
                Node clonedNode = nodeCanvas.nodes[nodeCnt] = ReplaceSO(allSOs, clonedSOs, node);
                clonedNode.CopyScriptableObjects((ScriptableObject so) => ReplaceSO(allSOs, clonedSOs, so));

                // We're going to restore these from NodeKnobs, no need to Replace muliple times
                clonedNode.Inputs  = new List <NodeInput> ();
                clonedNode.Outputs = new List <NodeOutput> ();
                for (int knobCnt = 0; knobCnt < clonedNode.nodeKnobs.Count; knobCnt++)
                {                 // Clone generic NodeKnobs
                    NodeKnob knob = clonedNode.nodeKnobs[knobCnt] = ReplaceSO(allSOs, clonedSOs, clonedNode.nodeKnobs[knobCnt]);
                    knob.body = clonedNode;
                    // Replace additional scriptableObjects in the NodeKnob
                    knob.CopyScriptableObjects((ScriptableObject so) => ReplaceSO(allSOs, clonedSOs, so));
                    // Add it into Inputs/Outputs again
                    if (knob is NodeInput)
                    {
                        clonedNode.Inputs.Add(knob as NodeInput);
                    }
                    else if (knob is NodeOutput)
                    {
                        clonedNode.Outputs.Add(knob as NodeOutput);
                    }
                }
            }

            if (editorStates)
            {
                nodeCanvas.editorStates = CreateWorkingCopy(nodeCanvas.editorStates, nodeCanvas);
                foreach (NodeEditorState state in nodeCanvas.editorStates)
                {
                    state.selectedNode = ReplaceSO(allSOs, clonedSOs, state.selectedNode);
                }
            }
            else
            {
                foreach (NodeEditorState state in nodeCanvas.editorStates)
                {
                    state.selectedNode = null;
                }
            }

            return(nodeCanvas);
        }
        /// <summary>
        /// Saves the the specified NodeCanvas as a new asset at path, optionally as a working copy and overwriting any existing save at path
        /// </summary>
        public static void SaveNodeCanvas(string path, ref NodeCanvas nodeCanvas, bool createWorkingCopy, bool safeOverwrite = true)
        {
        #if !UNITY_EDITOR
            throw new System.NotImplementedException();
        #else
            if (string.IsNullOrEmpty(path))
            {
                throw new System.ArgumentNullException("Cannot save NodeCanvas: No path specified!");
            }
            if (nodeCanvas == null)
            {
                throw new System.ArgumentNullException("Cannot save NodeCanvas: The specified NodeCanvas that should be saved to path '" + path + "' is null!");
            }
            if (nodeCanvas.GetType() == typeof(NodeCanvas))
            {
                throw new System.ArgumentException("Cannot save NodeCanvas: The NodeCanvas has no explicit type! Please convert it to a valid sub-type of NodeCanvas!");
            }
            if (nodeCanvas.allowSceneSaveOnly)
            {
                throw new System.InvalidOperationException("Cannot save NodeCanvas: NodeCanvas is marked to contain scene data and cannot be saved as an asset!");
            }

            nodeCanvas.Validate();

            if (nodeCanvas.livesInScene)
            {
                Debug.LogWarning("Attempting to save scene canvas '" + nodeCanvas.name + "' to an asset, references to scene object may be broken!" + (!createWorkingCopy? " Forcing creation of working copy!" : ""));
                createWorkingCopy = true;
            }
            if (UnityEditor.AssetDatabase.Contains(nodeCanvas) && UnityEditor.AssetDatabase.GetAssetPath(nodeCanvas) != path)
            {
                Debug.LogWarning("Trying to create a duplicate save file for '" + nodeCanvas.name + "'! Forcing creation of working copy!");
                nodeCanvas = CreateWorkingCopy(nodeCanvas);
            }

            // Prepare and update source path of the canvas
            path = ResourceManager.PreparePath(path);
            nodeCanvas.UpdateSource(path);

            // Preprocess the canvas
            NodeCanvas processedCanvas = nodeCanvas;
            processedCanvas.OnBeforeSavingCanvas();
            if (createWorkingCopy)
            {
                processedCanvas = CreateWorkingCopy(processedCanvas);
            }

            // Differenciate canvasSave as the canvas asset and nodeCanvas as the source incase an existing save has been overwritten
            NodeCanvas canvasSave = processedCanvas;
            NodeCanvas prevSave;
            if (safeOverwrite && (prevSave = ResourceManager.LoadResource <NodeCanvas> (path)) != null && prevSave.GetType() == canvasSave.GetType())
            {             // OVERWRITE: Delete contents of old save
                Object[] subAssets = UnityEditor.AssetDatabase.LoadAllAssetsAtPath(path);
                for (int i = 0; i < subAssets.Length; i++)
                {                 // Delete all subassets except the main canvas to preserve references
                    if (subAssets[i] != prevSave)
                    {
                        Object.DestroyImmediate(subAssets[i], true);
                    }
                }
                // Overwrite main canvas
                OverwriteCanvas(ref prevSave, processedCanvas);
                canvasSave = prevSave;
            }
            else
            {             // Write main canvas
                UnityEditor.AssetDatabase.DeleteAsset(path);
                UnityEditor.AssetDatabase.CreateAsset(processedCanvas, path);
            }

            // Write editorStates
            AddSubAssets(processedCanvas.editorStates, canvasSave);
            // Write nodes + contents
            foreach (Node node in processedCanvas.nodes)
            {             // Write node and additional scriptable objects
                AddSubAsset(node, canvasSave);
                AddSubAssets(node.GetScriptableObjects(), node);
                // Make sure all node ports are included in the representative connectionPorts list
                ConnectionPortManager.UpdatePortLists(node);
                foreach (ConnectionPort port in node.connectionPorts)
                {
                    AddSubAsset(port, node);
                }
            }

            UnityEditor.AssetDatabase.SaveAssets();
            UnityEditor.AssetDatabase.Refresh();

            NodeEditorCallbacks.IssueOnSaveCanvas(canvasSave);
        #endif
        }
        /// <summary>
        /// Saves the nodeCanvas in the current scene under the specified name, optionally as a working copy and overwriting any existing save at path
        /// If the specified canvas is stored as an asset, the saved canvas will loose the reference to the asset
        /// </summary>
        public static void SaveSceneNodeCanvas(string saveName, ref NodeCanvas nodeCanvas, bool createWorkingCopy, bool safeOverwrite = true)
        {
            if (string.IsNullOrEmpty(saveName))
            {
                throw new System.ArgumentNullException("Cannot save Canvas to scene: No save name specified!");
            }
            if (nodeCanvas == null)
            {
                throw new System.ArgumentNullException("Cannot save NodeCanvas: The specified NodeCanvas that should be saved as '" + saveName + "' is null!");
            }
            if (nodeCanvas.GetType() == typeof(NodeCanvas))
            {
                throw new System.ArgumentException("Cannot save NodeCanvas: The NodeCanvas has no explicit type! Please convert it to a valid sub-type of NodeCanvas!");
            }

            if (saveName.StartsWith("SCENE/"))
            {
                saveName = saveName.Substring(6);
            }

            nodeCanvas.Validate();

            if (!nodeCanvas.livesInScene
                #if UNITY_EDITOR // Make sure the canvas has no reference to an asset
                || UnityEditor.AssetDatabase.Contains(nodeCanvas)
                #endif
                )
            {
                Debug.LogWarning("Creating scene save '" + nodeCanvas.name + "' for canvas saved as an asset! Forcing creation of working copy!");
                nodeCanvas = CreateWorkingCopy(nodeCanvas);
            }

            // Update the source of the canvas
            nodeCanvas.UpdateSource("SCENE/" + saveName);

            // Preprocess the canvas
            NodeCanvas processedCanvas = nodeCanvas;
            processedCanvas.OnBeforeSavingCanvas();
            if (createWorkingCopy)
            {
                processedCanvas = CreateWorkingCopy(processedCanvas);
            }

            // Get the saveHolder and store the canvas
            NodeCanvas          savedCanvas = processedCanvas;
            NodeCanvasSceneSave sceneSave   = FindSceneSave(saveName, true);

#if UNITY_EDITOR
            if (sceneSave.savedNodeCanvas != null && safeOverwrite && sceneSave.savedNodeCanvas.GetType() == savedCanvas.GetType())             // OVERWRITE
            {
                OverwriteCanvas(ref sceneSave.savedNodeCanvas, savedCanvas);
            }

            if (!Application.isPlaying)
            {             // Set Dirty
                UnityEditor.EditorUtility.SetDirty(sceneSave.gameObject);
#if UNITY_5_3_OR_NEWER || UNITY_5_3
                UnityEditor.SceneManagement.EditorSceneManager.MarkSceneDirty(sceneSave.gameObject.scene);
#else
                UnityEditor.EditorApplication.MarkSceneDirty();
                        #endif
            }
#endif
            sceneSave.savedNodeCanvas = savedCanvas;

            NodeEditorCallbacks.IssueOnSaveCanvas(savedCanvas);
        }
示例#6
0
        /// <summary>
        /// Creates a node of the specified ID at pos on the specified canvas, optionally auto-connecting the specified output to a matching input
        /// silent disables any events, init specifies whether OnCreate should be called
        /// </summary>
        public static Node Create(string nodeID, Vector2 pos, NodeCanvas hostCanvas, ConnectionPort connectingPort = null, bool silent = false, bool init = true)
        {
            if (string.IsNullOrEmpty(nodeID) || hostCanvas == null)
            {
                throw new ArgumentException();
            }
            if (!NodeCanvasManager.CheckCanvasCompability(nodeID, hostCanvas.GetType()))
            {
                throw new UnityException("Cannot create Node with ID '" + nodeID + "' as it is not compatible with the current canavs type (" + hostCanvas.GetType().ToString() + ")!");
            }
            if (!hostCanvas.CanAddNode(nodeID))
            {
                throw new UnityException("Cannot create Node with ID '" + nodeID + "' on the current canvas of type (" + hostCanvas.GetType().ToString() + ")!");
            }

            // Create node from data
            NodeTypeData data = NodeTypes.getNodeData(nodeID);
            Node         node = (Node)CreateInstance(data.type);

            if (node == null)
            {
                return(null);
            }

            // Init node state
            node.canvas   = hostCanvas;
            node.name     = node.Title;
            node.autoSize = node.DefaultSize;
            node.position = pos;
            ConnectionPortManager.UpdateConnectionPorts(node);
            if (init)
            {
                node.OnCreate();
            }

            if (connectingPort != null)
            {             // Handle auto-connection and link the output to the first compatible input
                for (int i = 0; i < node.connectionPorts.Count; i++)
                {
                    if (node.connectionPorts[i].TryApplyConnection(connectingPort, true))
                    {
                        break;
                    }
                }
            }

            // Add node to host canvas
            hostCanvas.nodes.Add(node);
            if (!silent)
            {             // Callbacks
                hostCanvas.OnNodeChange(connectingPort != null ? connectingPort.body : node);
                NodeEditorCallbacks.IssueOnAddNode(node);
                hostCanvas.Validate();
                NodeEditor.RepaintClients();
            }

#if UNITY_EDITOR
            if (!silent)
            {
                List <ConnectionPort> connectedPorts = new List <ConnectionPort>();
                foreach (ConnectionPort port in node.connectionPorts)
                {                 // 'Encode' connected ports in one list (double level cannot be serialized)
                    foreach (ConnectionPort conn in port.connections)
                    {
                        connectedPorts.Add(conn);
                    }
                    connectedPorts.Add(null);
                }
                Node createdNode = node;
                UndoPro.UndoProManager.RecordOperation(
                    () => NodeEditorUndoActions.ReinstateNode(createdNode, connectedPorts),
                    () => NodeEditorUndoActions.RemoveNode(createdNode),
                    "Create Node");
                // Make sure the new node is in the memory dump
                NodeEditorUndoActions.CompleteSOMemoryDump(hostCanvas);
            }
#endif

            return(node);
        }
示例#7
0
        /// <summary>
        /// Creates a node of the specified ID at pos on the specified canvas, optionally auto-connecting the specified output to a matching input
        /// silent disables any events, init specifies whether OnCreate should be called
        /// </summary>
        public static Node Create(string nodeID, Vector2 pos, NodeCanvas hostCanvas,
                                  ConnectionPort connectingPort = null, bool silent = false, bool init = true)
        {
            if (string.IsNullOrEmpty(nodeID) || hostCanvas == null)
            {
                throw new ArgumentException();
            }
            if (!NodeCanvasManager.CheckCanvasCompability(nodeID, hostCanvas.GetType()))
            {
                throw new UnityException("Cannot create Node with ID '" + nodeID +
                                         "' as it is not compatible with the current canavs type (" +
                                         hostCanvas.GetType().ToString() + ")!");
            }
            if (!hostCanvas.CanAddNode(nodeID))
            {
                throw new UnityException("Cannot create Node with ID '" + nodeID + "' on the current canvas of type (" +
                                         hostCanvas.GetType().ToString() + ")!");
            }
            // Create node from data
            NodeTypeData data = NodeTypes.GetNodeData(nodeID);
            Node         node = (Node)CreateInstance(data.type);

            if (node == null)
            {
                return(null);
            }

            // Init node state
            node.canvas   = hostCanvas;
            node.name     = node.Title;
            node.autoSize = node.DefaultSize;
            node.position = pos;

            Undo.RecordObject(hostCanvas, "NodeEditor_新增保存");
            NodeEditorSaveManager.AddSubAsset(node, hostCanvas);
            ConnectionPortManager.UpdateConnectionPorts(node);
            if (init)
            {
                node.OnCreate();
            }

            if (connectingPort != null)
            {
                // Handle auto-connection and link the output to the first compatible input
                for (int i = 0; i < node.connectionPorts.Count; i++)
                {
                    if (node.connectionPorts[i].TryApplyConnection(connectingPort, silent))
                    {
                        break;
                    }
                }
            }

            // Add node to host canvas
            hostCanvas.nodes.Add(node);
            if (!silent)
            {
                // Callbacks
                NodeEditorCallbacks.IssueOnAddNode(node);
                hostCanvas.Validate();
                NodeEditor.RepaintClients();
            }

            return(node);
        }