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Improved userfriendlyness of [Input] and [Output]
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@ -1,6 +1,6 @@
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using UnityEngine;
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public class DisplayValue : ExampleNodeBase {
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[Input(false)] public float value;
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[Input] public float value;
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}
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@ -2,9 +2,9 @@
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[System.Serializable]
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public class MathNode : ExampleNodeBase {
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[Input(true)] public float a;
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[Input(true)] public float b;
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[Output(false)] public float result;
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[Input] public float a;
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[Input] public float b;
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[Output] public float result;
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public enum MathType { Add, Subtract, Multiply, Divide}
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public MathType mathType = MathType.Add;
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@ -5,14 +5,14 @@ using UnityEngine;
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public class TestNode : Node {
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public int myInt;
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[Input(false)] public float myFloat;
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[Input] public float myFloat;
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public double myDouble;
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public long myLong;
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public bool myBool;
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[Input(true)] public string myString;
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[Input] public string myString;
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public Rect myRect;
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[Input(true)] public Vector2 myVec2;
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[Input(true)] public Vector3 myVec3;
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[Input] public Vector2 myVec2;
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[Input] public Vector3 myVec3;
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public Vector4 myVec4;
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public Color myColor;
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public AnimationCurve myCurve;
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@ -31,7 +31,6 @@ public class NodeEditor {
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EditorGUI.BeginChangeCheck();
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FieldInfo[] fields = GetInspectorFields(target);
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for (int i = 0; i < fields.Length; i++) {
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object[] fieldAttribs = fields[i].GetCustomAttributes(false);
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if (fields[i].Name == "graph" || fields[i].Name == "position") continue;
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NodeEditorGUILayout.PropertyField(target, fields[i], portPositions);
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}
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@ -108,10 +108,7 @@ public partial class NodeEditorWindow {
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if (startPoint.x > endPoint.x) endTangent.x = Mathf.LerpUnclamped(endPoint.x, startPoint.x, -0.7f);
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else endTangent.x = Mathf.LerpUnclamped(endPoint.x, startPoint.x, 0.7f);
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Color prevCol = GUI.color;
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Color edgeCol = new Color(0.1f, 0.1f, 0.1f, col.a);
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Handles.DrawBezier(startPoint, endPoint, startTangent, endTangent, col, null, 4);
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GUI.color = prevCol;
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}
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/// <summary> Draws all connections </summary>
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@ -50,12 +50,13 @@ public class NodeEditorGUILayout {
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if (NodeEditorUtilities.GetAttrib(fieldAttribs, out inputAttrib)) {
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NodePort port = target.GetPortByFieldName(fieldName);
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Vector2 portPos;
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fieldValue = PortField(fieldPrettyName, fieldValue, fieldType, port, inputAttrib.fallback, out portPos);
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bool fallback = inputAttrib.backingValue == Node.ShowBackingValue.Always || (inputAttrib.backingValue == Node.ShowBackingValue.Unconnected && !port.IsConnected);
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fieldValue = PortField(fieldPrettyName, fieldValue, fieldType, port, fallback, out portPos);
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portPositions.Add(port, portPos);
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} else if (NodeEditorUtilities.GetAttrib(fieldAttribs, out outputAttrib)) {
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NodePort port = target.GetPortByFieldName(fieldName);
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Vector2 portPos;
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fieldValue = PortField(fieldPrettyName, fieldValue, fieldType, port, outputAttrib.fallback, out portPos);
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fieldValue = PortField(fieldPrettyName, fieldValue, fieldType, port, false, out portPos);
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portPositions.Add(port, portPos);
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} else {
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fieldValue = PropertyField(fieldPrettyName, fieldValue, fieldType);
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@ -7,7 +7,14 @@ using UnityEngine;
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/// <summary> Base class for all nodes </summary>
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[Serializable]
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public abstract class Node : ScriptableObject {
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public enum ShowBackingValue { Never, Unconnected, Always }
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public enum ShowBackingValue {
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/// <summary> Never show the backing value </summary>
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Never,
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/// <summary> Show the backing value only when the port does not have any active connections </summary>
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Unconnected,
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/// <summary> Always show the backing value </summary>
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Always
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}
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/// <summary> Name of the node </summary>
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[SerializeField] public NodeGraph graph;
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@ -21,7 +28,7 @@ public abstract class Node : ScriptableObject {
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public int OutputCount { get { return outputs.Count; } }
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protected void OnEnable() {
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GetPorts();
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NodeDataCache.UpdatePorts(this, inputs, outputs);
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Init();
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}
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@ -98,19 +105,20 @@ public abstract class Node : ScriptableObject {
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return JsonUtility.ToJson(this).GetHashCode();
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}
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/// <summary> Mark a serializable field as an input port. You can access this through <see cref="GetInputByFieldName(string)"/> </summary>
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[AttributeUsage(AttributeTargets.Field, AllowMultiple = true)]
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public class InputAttribute : Attribute {
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public ShowBackingValue backingValue;
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/// <summary> Mark a serializable field as an input port. You can access this through <see cref="GetInputByFieldName(string)"/> </summary>
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/// <param name="backingValue">Should we display the backing value for this port as an editor field? </param>
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public InputAttribute(ShowBackingValue backingValue = ShowBackingValue.Unconnected) { this.backingValue = backingValue; }
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}
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/// <summary> Mark a serializable field as an output port. You can access this through <see cref="GetOutputByFieldName(string)"/> </summary>
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[AttributeUsage(AttributeTargets.Field, AllowMultiple = true)]
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public class OutputAttribute : Attribute {
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public bool fallback;
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public OutputAttribute(bool fallback) { this.fallback = fallback; }
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}
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private void GetPorts() {
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NodeDataCache.UpdatePorts(this, inputs, outputs);
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/// <summary> Mark a serializable field as an output port. You can access this through <see cref="GetOutputByFieldName(string)"/> </summary>
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public OutputAttribute() { }
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}
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}
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