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README.md
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README.md
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[Support Me on Ko-fi](https://ko-fi.com/Z8Z5DYWA)
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### xNode
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Thinking of developing a node-based plugin? Then this is for you. You can download it as an archive and unpack to a new unity project, or connect it as git submodule.
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xNode is super userfriendly, intuitive and will help you reap the benefits of node graphs in no time.
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@ -21,38 +20,33 @@ With a minimal footprint, it is ideal as a base for custom state machines, dialo
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</p>
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### Key features
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- Lightweight in runtime
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- Very little boilerplate code
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- Strong separation of editor and runtime code
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- No runtime reflection (unless you need to edit/build node graphs at runtime. In this case, all reflection is cached.)
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- Does not rely on any 3rd party plugins
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- Custom node inspector code is very similar to regular custom inspector code
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- Supported from Unity 5.3 and up
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* Lightweight in runtime
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* Very little boilerplate code
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* Strong separation of editor and runtime code
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* No runtime reflection (unless you need to edit/build node graphs at runtime. In this case, all reflection is cached.)
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* Does not rely on any 3rd party plugins
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* Custom node inspector code is very similar to regular custom inspector code
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* Supported from Unity 5.3 and up
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### Wiki
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- [Getting started](https://github.com/Siccity/xNode/wiki/Getting%20Started) - create your very first node node and graph
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- [Examples branch](https://github.com/Siccity/xNode/tree/examples) - look at other small projects
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* [Getting started](https://github.com/Siccity/xNode/wiki/Getting%20Started) - create your very first node node and graph
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* [Examples branch](https://github.com/Siccity/xNode/tree/examples) - look at other small projects
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### Installing with Unity Package Manager
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To install this project as a dependency using the Unity Package Manager,
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add the following line to your project's `manifest.json`:
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```
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"com.github.siccity.xnode": "git+https://github.com/siccity/xNode",
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"com.github.siccity.xnode": "git+https://github.com/siccity/xNode.git"
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```
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Then, to access the `XNode` namespace from your code, make sure you have a valid [Assembly Definition](https://docs.unity3d.com/Manual/ScriptCompilationAssemblyDefinitionFiles.html) set up,
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with `xNode` set as an Assembly Reference.
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If you are using [Assembly Definitions](https://docs.unity3d.com/Manual/ScriptCompilationAssemblyDefinitionFiles.html) in your project, you will need to add `XNode` and/or `XNodeEditor` as Assembly Definition References.
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### Node example:
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```csharp
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// public classes deriving from Node are registered as nodes for use within a graph
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public class MathNode : Node {
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// Adding [Input] or [Output] is all you need to do to register a field as a valid port on your node
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// Adding [Input] or [Output] is all you need to do to register a field as a valid port on your node
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[Input] public float a;
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[Input] public float b;
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// The value of an output node field is not used for anything, but could be used for caching output results
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@ -62,7 +56,7 @@ public class MathNode : Node {
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// The value of 'mathType' will be displayed on the node in an editable format, similar to the inspector
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public MathType mathType = MathType.Add;
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public enum MathType { Add, Subtract, Multiply, Divide}
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// GetValue should be overridden to return a value for any specified output port
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public override object GetValue(NodePort port) {
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