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.