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Helper functions for parsing dynamic list ports in the xNode open-source node editing framework for Unity.
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// Example output ports and how we can use them: | |
[Output(dynamicPortList = true)] | |
public string[] stringOutputs; | |
[Output(dynamicPortList = true)] | |
public float[] floatOutputs; | |
public override object GetValue(NodePort port) { | |
// Boilerplate reduction: instead of parsing ports manually every single time, just "expose" a function for the index, if it matches | |
// You can even chain them with null coalescing in order to not check subsequent fields after one is found | |
this.WithDynamicListPort(port, nameof(stringOutputs), i => stringOutputs[i]) ?? | |
this.WithDynamicListPort(port, nameof(floatOutputs), i => floatOutputs[i]); | |
} | |
/////////////////////////////////////////////////////// | |
// And somewhere else... (C# 7!) | |
public static class NodeExtensions { | |
// ReSharper disable once SuggestBaseTypeForParameter, MemberCanBePrivate.Global | |
public static int GetDynamicListPortIndex(this Node caller, NodePort port, string prefix) { | |
if (port.node != caller) return -1; // you may or may not want this depending on what you want with this | |
var success = int.TryParse(port.fieldName.Split(' ')[1], out var result); | |
return port.fieldName.StartsWith(prefix) && success ? result : -1; | |
} | |
public static object WithDynamicListPort(this Node caller, NodePort port, string prefix, Func<int, object> function) { | |
var index = caller.GetDynamicListPortIndex(port, prefix); | |
return index == -1 ? null : function(index); | |
} | |
public static T WithDynamicListPort<T>(this Node caller, NodePort port, string prefix, Func<int, T> function) { | |
var index = caller.GetDynamicListPortIndex(port, prefix); | |
return index == -1 ? default : function(index); | |
} | |
} |
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Thank you! It was a big help!