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https://github.com/Siccity/xNode.git
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Small editor erformance gain. Removed PrettifyCamelCase.
Use ObjectNames.NicifyVariableName instead
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@ -26,7 +26,7 @@ namespace XNodeEditor {
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public virtual void OnHeaderGUI() {
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public virtual void OnHeaderGUI() {
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GUI.color = Color.white;
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GUI.color = Color.white;
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string title = NodeEditorUtilities.PrettifyCamelCase(target.name);
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string title = target.name;
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GUILayout.Label(title, NodeEditorResources.styles.nodeHeader, GUILayout.Height(30));
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GUILayout.Label(title, NodeEditorResources.styles.nodeHeader, GUILayout.Height(30));
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}
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}
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@ -110,7 +110,7 @@ namespace XNodeEditor {
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/// <summary> Make a simple port field. </summary>
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/// <summary> Make a simple port field. </summary>
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public static void PortField(GUIContent label, NodePort port, params GUILayoutOption[] options) {
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public static void PortField(GUIContent label, NodePort port, params GUILayoutOption[] options) {
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if (port == null) return;
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if (port == null) return;
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if (label == null) EditorGUILayout.LabelField(port.fieldName.PrettifyCamelCase(), options);
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if (label == null) EditorGUILayout.LabelField(ObjectNames.NicifyVariableName(port.fieldName), options);
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else EditorGUILayout.LabelField(label, options);
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else EditorGUILayout.LabelField(label, options);
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Rect rect = GUILayoutUtility.GetLastRect();
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Rect rect = GUILayoutUtility.GetLastRect();
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if (port.direction == NodePort.IO.Input) rect.position = rect.position - new Vector2(16, 0);
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if (port.direction == NodePort.IO.Input) rect.position = rect.position - new Vector2(16, 0);
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@ -37,13 +37,6 @@ namespace XNodeEditor {
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return false;
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return false;
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}
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}
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/// <summary> Turns camelCaseString into Camel Case String </summary>
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public static string PrettifyCamelCase(this string camelCase) {
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if (string.IsNullOrEmpty(camelCase)) return "";
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string s = System.Text.RegularExpressions.Regex.Replace(camelCase, "([A-Z])", " $1", System.Text.RegularExpressions.RegexOptions.Compiled).Trim();
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return char.ToUpper(s[0]) + s.Substring(1);
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}
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/// <summary> Returns true if this can be casted to <see cref="Type"/></summary>
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/// <summary> Returns true if this can be casted to <see cref="Type"/></summary>
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public static bool IsCastableTo(this Type from, Type to) {
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public static bool IsCastableTo(this Type from, Type to) {
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if (to.IsAssignableFrom(from)) return true;
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if (to.IsAssignableFrom(from)) return true;
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@ -23,6 +23,7 @@ namespace XNode {
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if (!Application.isPlaying) {
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if (!Application.isPlaying) {
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UnityEditor.AssetDatabase.AddObjectToAsset(node, this);
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UnityEditor.AssetDatabase.AddObjectToAsset(node, this);
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UnityEditor.AssetDatabase.SaveAssets();
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UnityEditor.AssetDatabase.SaveAssets();
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node.name = UnityEditor.ObjectNames.NicifyVariableName(node.name);
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}
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}
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#endif
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#endif
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nodes.Add(node);
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nodes.Add(node);
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@ -38,6 +39,7 @@ namespace XNode {
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if (!Application.isPlaying) {
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if (!Application.isPlaying) {
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UnityEditor.AssetDatabase.AddObjectToAsset(node, this);
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UnityEditor.AssetDatabase.AddObjectToAsset(node, this);
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UnityEditor.AssetDatabase.SaveAssets();
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UnityEditor.AssetDatabase.SaveAssets();
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node.name = UnityEditor.ObjectNames.NicifyVariableName(node.name);
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}
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}
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#endif
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#endif
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nodes.Add(node);
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nodes.Add(node);
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