mirror of
https://github.com/Siccity/xNode.git
synced 2026-03-26 22:49:02 +08:00
!TX(Code format)
This commit is contained in:
parent
f7251ee02a
commit
5d2259608e
@ -10,17 +10,17 @@ namespace XNodeEditor
|
||||
/// </summary>
|
||||
public class MenuPopupWindow : PopupWindowContent
|
||||
{
|
||||
public Vector2 OpenBeforeMousePos;
|
||||
private SearchField _search;
|
||||
private MenuTreeView _menuTree;
|
||||
public Action OnCloseA;
|
||||
public Vector2 openBeforeMousePos;
|
||||
private SearchField search;
|
||||
private MenuTreeView menuTree;
|
||||
public Action onCloseAction;
|
||||
public MenuPopupWindow()
|
||||
{
|
||||
_search = new SearchField();
|
||||
_menuTree = new MenuTreeView();
|
||||
search = new SearchField();
|
||||
menuTree = new MenuTreeView();
|
||||
}
|
||||
|
||||
private bool _isInit;
|
||||
private bool isInit;
|
||||
|
||||
/// <summary>
|
||||
/// Add Item
|
||||
@ -31,7 +31,7 @@ namespace XNodeEditor
|
||||
/// <param name="autoClose">Automatically close window after selecting an item</param>
|
||||
public void AddItem(string menuPath, Action onClick, char symbol = '/',bool autoClose = true)
|
||||
{
|
||||
_menuTree.AddItem(menuPath, () =>
|
||||
menuTree.AddItem(menuPath, () =>
|
||||
{
|
||||
onClick?.Invoke();
|
||||
if (autoClose)
|
||||
@ -46,52 +46,52 @@ namespace XNodeEditor
|
||||
/// </summary>
|
||||
public void Init()
|
||||
{
|
||||
_menuTree.Reload();
|
||||
_isInit = true;
|
||||
menuTree.Reload();
|
||||
isInit = true;
|
||||
}
|
||||
|
||||
public override void OnOpen()
|
||||
{
|
||||
_search.SetFocus();
|
||||
search.SetFocus();
|
||||
}
|
||||
|
||||
public override void OnClose()
|
||||
{
|
||||
OnCloseA?.Invoke();
|
||||
onCloseAction?.Invoke();
|
||||
}
|
||||
|
||||
private string _str;
|
||||
public override void OnGUI(Rect rect)
|
||||
{
|
||||
if (!_isInit)
|
||||
if (!isInit)
|
||||
{
|
||||
Init();
|
||||
}
|
||||
|
||||
_action();
|
||||
EventAction();
|
||||
|
||||
EditorGUI.BeginChangeCheck();
|
||||
{
|
||||
_str = _search.OnGUI(new Rect(rect.position, new Vector2(rect.width, 20)),_str);
|
||||
_str = search.OnGUI(new Rect(rect.position, new Vector2(rect.width, 20)),_str);
|
||||
}
|
||||
if (EditorGUI.EndChangeCheck())
|
||||
{
|
||||
_menuTree.searchString = _str;
|
||||
menuTree.searchString = _str;
|
||||
}
|
||||
|
||||
_menuTree.OnGUI(new Rect(new Vector2(0,25),rect.size - new Vector2(0,20)));
|
||||
menuTree.OnGUI(new Rect(new Vector2(0,25),rect.size - new Vector2(0,20)));
|
||||
}
|
||||
|
||||
private void _action()
|
||||
private void EventAction()
|
||||
{
|
||||
Event e = Event.current;
|
||||
switch (e.type)
|
||||
{
|
||||
case EventType.KeyDown:
|
||||
|
||||
if (e.keyCode == KeyCode.DownArrow && !_menuTree.HasFocus())
|
||||
if (e.keyCode == KeyCode.DownArrow && !menuTree.HasFocus())
|
||||
{
|
||||
_menuTree.SetFocusAndEnsureSelectedItem();
|
||||
menuTree.SetFocusAndEnsureSelectedItem();
|
||||
e.Use();
|
||||
}
|
||||
break;
|
||||
|
||||
@ -1,210 +1,191 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
#if ODIN_INSPECTOR
|
||||
using Sirenix.OdinInspector.Editor;
|
||||
using Sirenix.Utilities;
|
||||
using Sirenix.Utilities.Editor;
|
||||
#endif
|
||||
|
||||
namespace XNodeEditor {
|
||||
/// <summary> Base class to derive custom Node editors from. Use this to create your own custom inspectors and editors for your nodes. </summary>
|
||||
[CustomNodeEditor(typeof(XNode.Node))]
|
||||
public class NodeEditor : XNodeEditor.Internal.NodeEditorBase<NodeEditor, NodeEditor.CustomNodeEditorAttribute, XNode.Node> {
|
||||
|
||||
private readonly Color DEFAULTCOLOR = new Color32(90, 97, 105, 255);
|
||||
|
||||
/// <summary> Fires every whenever a node was modified through the editor </summary>
|
||||
public static Action<XNode.Node> onUpdateNode;
|
||||
public readonly static Dictionary<XNode.NodePort, Vector2> portPositions = new Dictionary<XNode.NodePort, Vector2>();
|
||||
|
||||
#if ODIN_INSPECTOR
|
||||
internal static bool inNodeEditor = false;
|
||||
#endif
|
||||
private List<string> _excludesField;
|
||||
public override void OnCreate()
|
||||
{
|
||||
_excludesField = new List<string> { "m_Script", "graph", "position", "ports" };
|
||||
|
||||
var fields = GetExcludesField();
|
||||
|
||||
if (fields != null)
|
||||
{
|
||||
_excludesField.AddRange(fields);
|
||||
}
|
||||
}
|
||||
|
||||
public virtual void OnHeaderGUI() {
|
||||
GUILayout.Label(target.name, NodeEditorResources.styles.nodeHeader, GUILayout.Height(30));
|
||||
}
|
||||
|
||||
protected virtual IEnumerable<string> GetExcludesField()
|
||||
{
|
||||
return null;
|
||||
}
|
||||
|
||||
/// <summary> Draws standard field editors for all public fields </summary>
|
||||
public virtual void OnBodyGUI() {
|
||||
#if ODIN_INSPECTOR
|
||||
inNodeEditor = true;
|
||||
#endif
|
||||
|
||||
// Unity specifically requires this to save/update any serial object.
|
||||
// serializedObject.Update(); must go at the start of an inspector gui, and
|
||||
// serializedObject.ApplyModifiedProperties(); goes at the end.
|
||||
serializedObject.Update();
|
||||
|
||||
#if ODIN_INSPECTOR
|
||||
InspectorUtilities.BeginDrawPropertyTree(objectTree, true);
|
||||
GUIHelper.PushLabelWidth(84);
|
||||
objectTree.Draw(true);
|
||||
InspectorUtilities.EndDrawPropertyTree(objectTree);
|
||||
GUIHelper.PopLabelWidth();
|
||||
#else
|
||||
|
||||
// Iterate through serialized properties and draw them like the Inspector (But with ports)
|
||||
SerializedProperty iterator = serializedObject.GetIterator();
|
||||
bool enterChildren = true;
|
||||
List<string> _names = new List<string>();
|
||||
while (iterator.NextVisible(enterChildren)) {
|
||||
enterChildren = false;
|
||||
if (_excludesField.Contains(iterator.name)) continue;
|
||||
NodeEditorGUILayout.PropertyField(iterator, true);
|
||||
_names.Add(iterator.name);
|
||||
}
|
||||
|
||||
//处理一下没被绘制的端口
|
||||
foreach (var port in target.Ports)
|
||||
{
|
||||
//动态的跳过
|
||||
if (port.IsDynamic)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
//不受unity序列化支持,但是被标记为了输入或输出
|
||||
if (!_names.Contains(port.fieldName))
|
||||
{
|
||||
NodeEditorGUILayout.PortField(port);
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
// Iterate through dynamic ports and draw them in the order in which they are serialized
|
||||
foreach (XNode.NodePort dynamicPort in target.DynamicPorts) {
|
||||
if (NodeEditorGUILayout.IsDynamicPortListPort(dynamicPort)) continue;
|
||||
NodeEditorGUILayout.PortField(dynamicPort);
|
||||
}
|
||||
|
||||
serializedObject.ApplyModifiedProperties();
|
||||
|
||||
#if ODIN_INSPECTOR
|
||||
// Call repaint so that the graph window elements respond properly to layout changes coming from Odin
|
||||
if (GUIHelper.RepaintRequested) {
|
||||
GUIHelper.ClearRepaintRequest();
|
||||
window.Repaint();
|
||||
}
|
||||
#endif
|
||||
|
||||
#if ODIN_INSPECTOR
|
||||
inNodeEditor = false;
|
||||
#endif
|
||||
}
|
||||
|
||||
public virtual int GetWidth() {
|
||||
Type type = target.GetType();
|
||||
int width;
|
||||
if (type.TryGetAttributeWidth(out width)) return width;
|
||||
else return 208;
|
||||
}
|
||||
|
||||
public Vector2 GetCurrentMousePosition(float yOffset = 10)
|
||||
{
|
||||
return new Vector2(Event.current.mousePosition.x,Event.current.mousePosition.y + yOffset);
|
||||
}
|
||||
|
||||
/// <summary> Returns color for target node </summary>
|
||||
public virtual Color GetTint() {
|
||||
// Try get color from [NodeTint] attribute
|
||||
Type type = target.GetType();
|
||||
Color color;
|
||||
if (type.TryGetAttributeTint(out color)) return color;
|
||||
// Return default color (grey)
|
||||
else return DEFAULTCOLOR;
|
||||
}
|
||||
|
||||
public virtual GUIStyle GetBodyStyle() {
|
||||
return NodeEditorResources.styles.nodeBody;
|
||||
}
|
||||
|
||||
public virtual GUIStyle GetBodyHighlightStyle() {
|
||||
return NodeEditorResources.styles.nodeHighlight;
|
||||
}
|
||||
|
||||
/// <summary> Add items for the context menu when right-clicking this node. Override to add custom menu items. </summary>
|
||||
public virtual void AddContextMenuItems(MenuPopupWindow menu) {
|
||||
// Actions if only one node is selected
|
||||
if (Selection.objects.Length == 1 && Selection.activeObject is XNode.Node) {
|
||||
XNode.Node node = Selection.activeObject as XNode.Node;
|
||||
menu.AddItem("Move To Top", () => NodeEditorWindow.current.MoveNodeToTop(node));
|
||||
menu.AddItem("Rename", NodeEditorWindow.current.RenameSelectedNode);
|
||||
}
|
||||
|
||||
// Add actions to any number of selected nodes
|
||||
menu.AddItem("Copy", NodeEditorWindow.current.CopySelectedNodes);
|
||||
menu.AddItem("Duplicate", NodeEditorWindow.current.DuplicateSelectedNodes);
|
||||
menu.AddItem("Remove", NodeEditorWindow.current.RemoveSelectedNodes);
|
||||
|
||||
// Custom sctions if only one node is selected
|
||||
if (Selection.objects.Length == 1 && Selection.activeObject is XNode.Node) {
|
||||
XNode.Node node = Selection.activeObject as XNode.Node;
|
||||
menu.AddCustomContextMenuItems(node);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary> Add items for the context menu when right-clicking this node. Override to add custom menu items. </summary>
|
||||
public virtual void AddContextMenuItems(GenericMenu menu) {
|
||||
// Actions if only one node is selected
|
||||
if (Selection.objects.Length == 1 && Selection.activeObject is XNode.Node) {
|
||||
XNode.Node node = Selection.activeObject as XNode.Node;
|
||||
menu.AddItem(new GUIContent("Move To Top"), false, () => NodeEditorWindow.current.MoveNodeToTop(node));
|
||||
menu.AddItem(new GUIContent("Rename"), false, NodeEditorWindow.current.RenameSelectedNode);
|
||||
}
|
||||
|
||||
// Add actions to any number of selected nodes
|
||||
menu.AddItem(new GUIContent("Copy"), false, NodeEditorWindow.current.CopySelectedNodes);
|
||||
menu.AddItem(new GUIContent("Duplicate"), false, NodeEditorWindow.current.DuplicateSelectedNodes);
|
||||
menu.AddItem(new GUIContent("Remove"), false, NodeEditorWindow.current.RemoveSelectedNodes);
|
||||
|
||||
// Custom sctions if only one node is selected
|
||||
if (Selection.objects.Length == 1 && Selection.activeObject is XNode.Node) {
|
||||
XNode.Node node = Selection.activeObject as XNode.Node;
|
||||
menu.AddCustomContextMenuItems(node);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary> Rename the node asset. This will trigger a reimport of the node. </summary>
|
||||
public void Rename(string newName) {
|
||||
if (newName == null || newName.Trim() == "") newName = NodeEditorUtilities.NodeDefaultName(target.GetType());
|
||||
target.name = newName;
|
||||
AssetDatabase.ImportAsset(AssetDatabase.GetAssetPath(target));
|
||||
}
|
||||
|
||||
[AttributeUsage(AttributeTargets.Class)]
|
||||
public class CustomNodeEditorAttribute : Attribute,
|
||||
XNodeEditor.Internal.NodeEditorBase<NodeEditor, NodeEditor.CustomNodeEditorAttribute, XNode.Node>.INodeEditorAttrib {
|
||||
private Type inspectedType;
|
||||
/// <summary> Tells a NodeEditor which Node type it is an editor for </summary>
|
||||
/// <param name="inspectedType">Type that this editor can edit</param>
|
||||
public CustomNodeEditorAttribute(Type inspectedType) {
|
||||
this.inspectedType = inspectedType;
|
||||
}
|
||||
|
||||
public Type GetInspectedType() {
|
||||
return inspectedType;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
#if ODIN_INSPECTOR
|
||||
using Sirenix.OdinInspector.Editor;
|
||||
using Sirenix.Utilities;
|
||||
using Sirenix.Utilities.Editor;
|
||||
#endif
|
||||
|
||||
namespace XNodeEditor {
|
||||
/// <summary> Base class to derive custom Node editors from. Use this to create your own custom inspectors and editors for your nodes. </summary>
|
||||
[CustomNodeEditor(typeof(XNode.Node))]
|
||||
public class NodeEditor : XNodeEditor.Internal.NodeEditorBase<NodeEditor, NodeEditor.CustomNodeEditorAttribute, XNode.Node> {
|
||||
|
||||
private readonly Color DEFAULTCOLOR = new Color32(90, 97, 105, 255);
|
||||
|
||||
/// <summary> Fires every whenever a node was modified through the editor </summary>
|
||||
public static Action<XNode.Node> onUpdateNode;
|
||||
public readonly static Dictionary<XNode.NodePort, Vector2> portPositions = new Dictionary<XNode.NodePort, Vector2>();
|
||||
|
||||
#if ODIN_INSPECTOR
|
||||
internal static bool inNodeEditor = false;
|
||||
#endif
|
||||
private List<string> excludesField;
|
||||
private List<string> portNames = new List<string>();
|
||||
|
||||
public override void OnCreate()
|
||||
{
|
||||
excludesField = new List<string> { "m_Script", "graph", "position", "ports" };
|
||||
|
||||
var fields = GetExcludesField();
|
||||
|
||||
if (fields != null)
|
||||
{
|
||||
excludesField.AddRange(fields);
|
||||
}
|
||||
}
|
||||
|
||||
public virtual void OnHeaderGUI() {
|
||||
GUILayout.Label(target.name, NodeEditorResources.styles.nodeHeader, GUILayout.Height(30));
|
||||
}
|
||||
|
||||
protected virtual IEnumerable<string> GetExcludesField()
|
||||
{
|
||||
return null;
|
||||
}
|
||||
|
||||
/// <summary> Draws standard field editors for all public fields </summary>
|
||||
public virtual void OnBodyGUI() {
|
||||
#if ODIN_INSPECTOR
|
||||
inNodeEditor = true;
|
||||
#endif
|
||||
|
||||
// Unity specifically requires this to save/update any serial object.
|
||||
// serializedObject.Update(); must go at the start of an inspector gui, and
|
||||
// serializedObject.ApplyModifiedProperties(); goes at the end.
|
||||
serializedObject.Update();
|
||||
|
||||
#if ODIN_INSPECTOR
|
||||
InspectorUtilities.BeginDrawPropertyTree(objectTree, true);
|
||||
GUIHelper.PushLabelWidth(84);
|
||||
objectTree.Draw(true);
|
||||
InspectorUtilities.EndDrawPropertyTree(objectTree);
|
||||
GUIHelper.PopLabelWidth();
|
||||
#else
|
||||
|
||||
// Iterate through serialized properties and draw them like the Inspector (But with ports)
|
||||
SerializedProperty iterator = serializedObject.GetIterator();
|
||||
bool enterChildren = true;
|
||||
portNames.Clear();
|
||||
while (iterator.NextVisible(enterChildren)) {
|
||||
enterChildren = false;
|
||||
if (excludesField.Contains(iterator.name)) continue;
|
||||
NodeEditorGUILayout.PropertyField(iterator, true);
|
||||
portNames.Add(iterator.name);
|
||||
}
|
||||
|
||||
//Deal with ports that are not drawn
|
||||
foreach (var port in target.Ports)
|
||||
{
|
||||
//Dynamic skip
|
||||
if (port.IsDynamic)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
//Not supported by unity serialization, but marked as input or output
|
||||
if (!portNames.Contains(port.fieldName))
|
||||
{
|
||||
NodeEditorGUILayout.PortField(port);
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
// Iterate through dynamic ports and draw them in the order in which they are serialized
|
||||
foreach (XNode.NodePort dynamicPort in target.DynamicPorts) {
|
||||
if (NodeEditorGUILayout.IsDynamicPortListPort(dynamicPort)) continue;
|
||||
NodeEditorGUILayout.PortField(dynamicPort);
|
||||
}
|
||||
|
||||
serializedObject.ApplyModifiedProperties();
|
||||
|
||||
#if ODIN_INSPECTOR
|
||||
// Call repaint so that the graph window elements respond properly to layout changes coming from Odin
|
||||
if (GUIHelper.RepaintRequested) {
|
||||
GUIHelper.ClearRepaintRequest();
|
||||
window.Repaint();
|
||||
}
|
||||
#endif
|
||||
|
||||
#if ODIN_INSPECTOR
|
||||
inNodeEditor = false;
|
||||
#endif
|
||||
}
|
||||
|
||||
public virtual int GetWidth() {
|
||||
Type type = target.GetType();
|
||||
int width;
|
||||
if (type.TryGetAttributeWidth(out width)) return width;
|
||||
else return 208;
|
||||
}
|
||||
|
||||
public Vector2 GetCurrentMousePosition(float yOffset = 10)
|
||||
{
|
||||
return new Vector2(Event.current.mousePosition.x,Event.current.mousePosition.y + yOffset);
|
||||
}
|
||||
|
||||
/// <summary> Returns color for target node </summary>
|
||||
public virtual Color GetTint() {
|
||||
// Try get color from [NodeTint] attribute
|
||||
Type type = target.GetType();
|
||||
Color color;
|
||||
if (type.TryGetAttributeTint(out color)) return color;
|
||||
// Return default color (grey)
|
||||
else return DEFAULTCOLOR;
|
||||
}
|
||||
|
||||
public virtual GUIStyle GetBodyStyle() {
|
||||
return NodeEditorResources.styles.nodeBody;
|
||||
}
|
||||
|
||||
public virtual GUIStyle GetBodyHighlightStyle() {
|
||||
return NodeEditorResources.styles.nodeHighlight;
|
||||
}
|
||||
|
||||
/// <summary> Add items for the context menu when right-clicking this node. Override to add custom menu items. </summary>
|
||||
public virtual void AddContextMenuItems(GenericMenu menu) {
|
||||
// Actions if only one node is selected
|
||||
if (Selection.objects.Length == 1 && Selection.activeObject is XNode.Node) {
|
||||
XNode.Node node = Selection.activeObject as XNode.Node;
|
||||
menu.AddItem(new GUIContent("Move To Top"), false, () => NodeEditorWindow.current.MoveNodeToTop(node));
|
||||
menu.AddItem(new GUIContent("Rename"), false, NodeEditorWindow.current.RenameSelectedNode);
|
||||
}
|
||||
|
||||
// Add actions to any number of selected nodes
|
||||
menu.AddItem(new GUIContent("Copy"), false, NodeEditorWindow.current.CopySelectedNodes);
|
||||
menu.AddItem(new GUIContent("Duplicate"), false, NodeEditorWindow.current.DuplicateSelectedNodes);
|
||||
menu.AddItem(new GUIContent("Remove"), false, NodeEditorWindow.current.RemoveSelectedNodes);
|
||||
|
||||
// Custom sctions if only one node is selected
|
||||
if (Selection.objects.Length == 1 && Selection.activeObject is XNode.Node) {
|
||||
XNode.Node node = Selection.activeObject as XNode.Node;
|
||||
menu.AddCustomContextMenuItems(node);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary> Rename the node asset. This will trigger a reimport of the node. </summary>
|
||||
public void Rename(string newName) {
|
||||
if (newName == null || newName.Trim() == "") newName = NodeEditorUtilities.NodeDefaultName(target.GetType());
|
||||
target.name = newName;
|
||||
AssetDatabase.ImportAsset(AssetDatabase.GetAssetPath(target));
|
||||
}
|
||||
|
||||
[AttributeUsage(AttributeTargets.Class)]
|
||||
public class CustomNodeEditorAttribute : Attribute,
|
||||
XNodeEditor.Internal.NodeEditorBase<NodeEditor, NodeEditor.CustomNodeEditorAttribute, XNode.Node>.INodeEditorAttrib {
|
||||
private Type inspectedType;
|
||||
/// <summary> Tells a NodeEditor which Node type it is an editor for </summary>
|
||||
/// <param name="inspectedType">Type that this editor can edit</param>
|
||||
public CustomNodeEditorAttribute(Type inspectedType) {
|
||||
this.inspectedType = inspectedType;
|
||||
}
|
||||
|
||||
public Type GetInspectedType() {
|
||||
return inspectedType;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@ -32,13 +32,13 @@ namespace XNodeEditor {
|
||||
private Rect selectionBox;
|
||||
private bool isDoubleClick = false;
|
||||
private Vector2 lastMousePosition;
|
||||
private MenuPopupWindow _menuPopupWindow;
|
||||
private MenuPopupWindow menuPopupWindow;
|
||||
|
||||
public void Controls() {
|
||||
if (_menuPopupWindow == null)
|
||||
if (menuPopupWindow == null)
|
||||
{
|
||||
_menuPopupWindow = new MenuPopupWindow();
|
||||
graphEditor.AddContextMenuItems(_menuPopupWindow);
|
||||
menuPopupWindow = new MenuPopupWindow();
|
||||
graphEditor.AddContextMenuItems(menuPopupWindow);
|
||||
}
|
||||
wantsMouseMove = true;
|
||||
Event e = Event.current;
|
||||
@ -226,12 +226,12 @@ namespace XNodeEditor {
|
||||
}
|
||||
// Open context menu for auto-connection
|
||||
else if (NodeEditorPreferences.GetSettings().dragToCreate && autoConnectOutput != null) {
|
||||
_menuPopupWindow.OnCloseA = _releaseDraggedConnection;
|
||||
_menuPopupWindow.OpenBeforeMousePos = e.mousePosition;
|
||||
PopupWindow.Show(new Rect(Event.current.mousePosition, Vector2.zero),_menuPopupWindow);
|
||||
menuPopupWindow.OnCloseA = ReleaseDraggedConnection;
|
||||
menuPopupWindow.OpenBeforeMousePos = e.mousePosition;
|
||||
PopupWindow.Show(new Rect(Event.current.mousePosition, Vector2.zero),menuPopupWindow);
|
||||
}
|
||||
|
||||
_releaseDraggedConnection();
|
||||
ReleaseDraggedConnection();
|
||||
|
||||
} else if (currentActivity == NodeActivity.DragNode) {
|
||||
IEnumerable<XNode.Node> nodes = Selection.objects.Where(x => x is XNode.Node).Select(x => x as XNode.Node);
|
||||
@ -286,8 +286,8 @@ namespace XNodeEditor {
|
||||
e.Use(); // Fixes copy/paste context menu appearing in Unity 5.6.6f2 - doesn't occur in 2018.3.2f1 Probably needs to be used in other places.
|
||||
} else if (!IsHoveringNode) {
|
||||
autoConnectOutput = null;
|
||||
_menuPopupWindow.OpenBeforeMousePos = e.mousePosition;
|
||||
PopupWindow.Show(new Rect(Event.current.mousePosition, Vector2.zero),_menuPopupWindow);
|
||||
menuPopupWindow.OpenBeforeMousePos = e.mousePosition;
|
||||
PopupWindow.Show(new Rect(Event.current.mousePosition, Vector2.zero),menuPopupWindow);
|
||||
}
|
||||
}
|
||||
isPanning = false;
|
||||
@ -346,7 +346,7 @@ namespace XNodeEditor {
|
||||
}
|
||||
}
|
||||
|
||||
private void _releaseDraggedConnection()
|
||||
private void ReleaseDraggedConnection()
|
||||
{
|
||||
//Release dragged connection
|
||||
draggedOutput = null;
|
||||
|
||||
@ -29,7 +29,7 @@ namespace XNodeEditor {
|
||||
DrawConnections();
|
||||
DrawNodes();
|
||||
DrawSelectionBox();
|
||||
_drawGroupName();
|
||||
DrawGroupName();
|
||||
DrawTooltip();
|
||||
graphEditor.OnGUI();
|
||||
|
||||
@ -42,7 +42,7 @@ namespace XNodeEditor {
|
||||
GUI.matrix = m;
|
||||
}
|
||||
|
||||
private void _drawGroupName()
|
||||
private void DrawGroupName()
|
||||
{
|
||||
var guiContent = new GUIContent(this.graph.name);
|
||||
var col = EditorStyles.label.normal.textColor;
|
||||
|
||||
@ -234,7 +234,7 @@ namespace XNodeEditor {
|
||||
Color col = NodeEditorWindow.current.graphEditor.GetPortColor(port);
|
||||
DrawPortHandle(rect, backgroundColor, col);
|
||||
|
||||
//当选择节点时显示所有的输入点索引
|
||||
//Show all input point indexes when node is selected
|
||||
if (port.direction == XNode.NodePort.IO.Output)
|
||||
{
|
||||
if (port.Connection != null && port.Connection.ConnectionCount > 1)
|
||||
|
||||
@ -75,7 +75,7 @@ namespace XNodeEditor {
|
||||
return types.ToArray();
|
||||
}
|
||||
|
||||
/// <summary> Find methods marked with the [ContextMenu] attribute and add them to the context menu </summary>
|
||||
/// <summary> Find methods marked with the [ContextMenu] attribute and add them to the menu popup window</summary>
|
||||
public static void AddCustomContextMenuItems(this MenuPopupWindow contextMenu, object obj) {
|
||||
KeyValuePair<ContextMenu, MethodInfo>[] items = GetContextMenuMethods(obj);
|
||||
if (items.Length != 0) {
|
||||
|
||||
@ -26,7 +26,7 @@ namespace XNodeEditor {
|
||||
});
|
||||
}
|
||||
|
||||
[MenuItem("Icarus/Node Editor/Close All Editor Window")]
|
||||
[MenuItem("xNode/Close All Editor Window")]
|
||||
static void CloseAllNodeEditorWindow()
|
||||
{
|
||||
var windows = Resources.FindObjectsOfTypeAll<NodeEditorWindow>();
|
||||
|
||||
@ -104,7 +104,7 @@ namespace XNode {
|
||||
System.Type tempType = nodeType;
|
||||
while ((tempType = tempType.BaseType) != typeof(XNode.Node))
|
||||
{
|
||||
//只返回私有的,保护等其他的不需要
|
||||
// Only return private, protected, etc.
|
||||
var fieldInfos = tempType.GetFields(BindingFlags.NonPublic | BindingFlags.Instance).Where(x=>x.IsPrivate);
|
||||
|
||||
fieldInfo.AddRange(fieldInfos);
|
||||
|
||||
@ -53,7 +53,7 @@ namespace XNode {
|
||||
|
||||
private Type valueType;
|
||||
#if UNITY_EDITOR
|
||||
public const string FieldNameEditor = nameof(_fieldName);
|
||||
public const string FIELDNAMEEDITOR = nameof(_fieldName);
|
||||
#endif
|
||||
[SerializeField] private string _fieldName;
|
||||
[SerializeField] private Node _node;
|
||||
@ -219,7 +219,7 @@ namespace XNode {
|
||||
if (connectionType == Node.ConnectionType.Override && ConnectionCount != 0)
|
||||
{
|
||||
var conPort = GetConnection(0);
|
||||
|
||||
//Same connection, not disconnect
|
||||
if(conPort.node != port.node || conPort != port)
|
||||
{
|
||||
ClearConnections();
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user