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using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
using UNEB;
using LibNoise.Generator;
public class PerlinNode : Node
{
private Perlin _noise = new Perlin();
public override void Init() {
var noiseIn = AddInput();
noiseIn.name = "Input";
var mask = AddInput();
mask.name = "Mask";
var noiseOut = AddOutput();
noiseOut.name = "Output";
noiseOut.getValue = () => { return _noise; };
FitKnobs();
bodyRect.height += 95f;
bodyRect.width = 150f;
}
public override void OnBodyGUI()
{
EditorGUI.BeginChangeCheck();
_noise.Seed = EditorGUILayout.IntField("Seed", _noise.Seed);
_noise.OctaveCount = EditorGUILayout.IntField("Octaves", _noise.OctaveCount);
_noise.Persistence = EditorGUILayout.DoubleField("Persistence", _noise.Persistence);
_noise.Frequency = EditorGUILayout.DoubleField("Frequency", _noise.Frequency);
_noise.Lacunarity = EditorGUILayout.DoubleField("Lacunarity", _noise.Lacunarity);
if (EditorGUI.EndChangeCheck()) {
updateOutputNodes();
}
}
// Uses a simple DFS traversal to find the connected outputs.
// Assumes a tree-like structure following output to input.
// Does not handle cycles.
private void updateOutputNodes()
{
// Temp solution.
var dfs = new Stack<Node>();
dfs.Push(this);
while (dfs.Count != 0) {
var node = dfs.Pop();
// Search neighbors
foreach (var output in node.Outputs) {
foreach (var input in output.Inputs) {
dfs.Push(input.ParentNode);
}
}
var outputNode = node as OutputTexture2D;
if (outputNode != null) {
outputNode.UpdateTexture();
}
}
}
}
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