diff --git a/Scripts/Editor/NodeEditor.cs b/Scripts/Editor/NodeEditor.cs index 5e50b1e..5ce6cc3 100644 --- a/Scripts/Editor/NodeEditor.cs +++ b/Scripts/Editor/NodeEditor.cs @@ -3,7 +3,6 @@ using System.Collections.Generic; using System.Linq; using UnityEditor; using UnityEngine; -using XNode; namespace XNodeEditor { /// Base class to derive custom Node editors from. Use this to create your own custom inspectors and editors for your nodes. diff --git a/Scripts/Editor/NodeEditorAction.cs b/Scripts/Editor/NodeEditorAction.cs index 8483929..dbada4b 100644 --- a/Scripts/Editor/NodeEditorAction.cs +++ b/Scripts/Editor/NodeEditorAction.cs @@ -1,7 +1,6 @@ using System; using UnityEditor; using UnityEngine; -using XNode; namespace XNodeEditor { public partial class NodeEditorWindow { diff --git a/Scripts/Editor/NodeEditorAssetModProcessor.cs b/Scripts/Editor/NodeEditorAssetModProcessor.cs index 53c66e1..bf858bc 100644 --- a/Scripts/Editor/NodeEditorAssetModProcessor.cs +++ b/Scripts/Editor/NodeEditorAssetModProcessor.cs @@ -1,6 +1,5 @@ using UnityEditor; using UnityEngine; -using XNode; namespace XNodeEditor { public class NodeEditorAssetModProcessor : UnityEditor.AssetModificationProcessor { diff --git a/Scripts/Editor/NodeEditorBase.cs b/Scripts/Editor/NodeEditorBase.cs index 4d6551e..67d4833 100644 --- a/Scripts/Editor/NodeEditorBase.cs +++ b/Scripts/Editor/NodeEditorBase.cs @@ -4,8 +4,6 @@ using System.Collections.Generic; using System.Reflection; using UnityEngine; using UnityEditor; -using XNode; -using XNodeEditor; namespace XNodeInternal { /// Handles caching of custom editor classes and their target types. Accessible with GetEditor(Type type) @@ -36,7 +34,7 @@ namespace XNodeInternal { editors = new Dictionary(); //Get all classes deriving from NodeEditor via reflection - Type[] nodeEditors = NodeEditorWindow.GetDerivedTypes(typeof(T)); + Type[] nodeEditors = XNodeEditor.NodeEditorWindow.GetDerivedTypes(typeof(T)); for (int i = 0; i < nodeEditors.Length; i++) { var attribs = nodeEditors[i].GetCustomAttributes(typeof(A), false); if (attribs == null || attribs.Length == 0) continue; diff --git a/Scripts/Editor/NodeEditorGUI.cs b/Scripts/Editor/NodeEditorGUI.cs index 2887b62..e405a2e 100644 --- a/Scripts/Editor/NodeEditorGUI.cs +++ b/Scripts/Editor/NodeEditorGUI.cs @@ -2,7 +2,6 @@ using System.Collections.Generic; using UnityEditor; using UnityEngine; -using XNode; namespace XNodeEditor { /// Contains GUI methods diff --git a/Scripts/Editor/NodeEditorGUILayout.cs b/Scripts/Editor/NodeEditorGUILayout.cs index 1a0f379..5edb34b 100644 --- a/Scripts/Editor/NodeEditorGUILayout.cs +++ b/Scripts/Editor/NodeEditorGUILayout.cs @@ -2,7 +2,6 @@ using System.Reflection; using UnityEditor; using UnityEngine; -using XNode; namespace XNodeEditor { /// UNEC-specific version of diff --git a/Scripts/Editor/NodeEditorReflection.cs b/Scripts/Editor/NodeEditorReflection.cs index 000b404..d1f3c0a 100644 --- a/Scripts/Editor/NodeEditorReflection.cs +++ b/Scripts/Editor/NodeEditorReflection.cs @@ -5,7 +5,6 @@ using System.Linq; using System.Reflection; using UnityEditor; using UnityEngine; -using XNode; namespace XNodeEditor { /// Contains reflection-related info diff --git a/Scripts/Editor/NodeEditorWindow.cs b/Scripts/Editor/NodeEditorWindow.cs index fc5ed7b..534314c 100644 --- a/Scripts/Editor/NodeEditorWindow.cs +++ b/Scripts/Editor/NodeEditorWindow.cs @@ -2,7 +2,6 @@ using UnityEditor; using UnityEditor.Callbacks; using UnityEngine; -using XNode; namespace XNodeEditor { [InitializeOnLoad] diff --git a/Scripts/Editor/NodeGraphEditor.cs b/Scripts/Editor/NodeGraphEditor.cs index e6c7bbb..2842e61 100644 --- a/Scripts/Editor/NodeGraphEditor.cs +++ b/Scripts/Editor/NodeGraphEditor.cs @@ -3,7 +3,6 @@ using System.Collections.Generic; using System.Linq; using UnityEditor; using UnityEngine; -using XNode; namespace XNodeEditor { /// Base class to derive custom Node Graph editors from. Use this to override how graphs are drawn in the editor.