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https://github.com/Siccity/xNode.git
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Moved things around
Moved CreateNode from NodeEditorWindow to NodeGraphEditor Replaced NodeEditorWindow.ShowGraphContextMenu with NodeGraphEditor.AddContextMenuItems
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@ -264,7 +264,9 @@ namespace XNodeEditor {
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NodeEditor.GetEditor(hoveredNode).AddContextMenuItems(menu);
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NodeEditor.GetEditor(hoveredNode).AddContextMenuItems(menu);
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menu.DropDown(new Rect(Event.current.mousePosition, Vector2.zero));
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menu.DropDown(new Rect(Event.current.mousePosition, Vector2.zero));
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} else if (!IsHoveringNode) {
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} else if (!IsHoveringNode) {
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ShowGraphContextMenu();
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GenericMenu menu = new GenericMenu();
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graphEditor.AddContextMenuItems(menu);
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menu.DropDown(new Rect(Event.current.mousePosition, Vector2.zero));
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}
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}
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}
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}
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isPanning = false;
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isPanning = false;
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@ -325,15 +327,6 @@ namespace XNodeEditor {
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panOffset = Vector2.zero;
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panOffset = Vector2.zero;
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}
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}
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public void CreateNode(Type type, Vector2 position) {
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XNode.Node node = graph.AddNode(type);
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node.position = position;
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node.name = UnityEditor.ObjectNames.NicifyVariableName(type.Name);
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AssetDatabase.AddObjectToAsset(node, graph);
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if (NodeEditorPreferences.GetSettings().autoSave) AssetDatabase.SaveAssets();
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Repaint();
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}
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/// <summary> Remove nodes in the graph in Selection.objects</summary>
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/// <summary> Remove nodes in the graph in Selection.objects</summary>
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public void RemoveSelectedNodes() {
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public void RemoveSelectedNodes() {
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// We need to delete reroutes starting at the highest point index to avoid shifting indices
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// We need to delete reroutes starting at the highest point index to avoid shifting indices
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@ -116,27 +116,6 @@ namespace XNodeEditor {
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if (NodeEditorPreferences.GetSettings().autoSave) AssetDatabase.SaveAssets();
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if (NodeEditorPreferences.GetSettings().autoSave) AssetDatabase.SaveAssets();
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}
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}
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/// <summary> Show right-click context menu for current graph </summary>
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void ShowGraphContextMenu() {
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GenericMenu contextMenu = new GenericMenu();
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Vector2 pos = WindowToGridPosition(Event.current.mousePosition);
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for (int i = 0; i < nodeTypes.Length; i++) {
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Type type = nodeTypes[i];
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//Get node context menu path
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string path = graphEditor.GetNodeMenuName(type);
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if (string.IsNullOrEmpty(path)) continue;
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contextMenu.AddItem(new GUIContent(path), false, () => {
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CreateNode(type, pos);
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});
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}
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contextMenu.AddSeparator("");
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contextMenu.AddItem(new GUIContent("Preferences"), false, () => OpenPreferences());
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AddCustomContextMenuItems(contextMenu, graph);
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contextMenu.DropDown(new Rect(Event.current.mousePosition, Vector2.zero));
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}
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/// <summary> Draw a bezier from startpoint to endpoint, both in grid coordinates </summary>
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/// <summary> Draw a bezier from startpoint to endpoint, both in grid coordinates </summary>
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public void DrawConnection(Vector2 startPoint, Vector2 endPoint, Color col) {
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public void DrawConnection(Vector2 startPoint, Vector2 endPoint, Color col) {
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startPoint = GridToWindowPosition(startPoint);
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startPoint = GridToWindowPosition(startPoint);
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@ -38,10 +38,39 @@ namespace XNodeEditor {
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return ObjectNames.NicifyVariableName(type.ToString().Replace('.', '/'));
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return ObjectNames.NicifyVariableName(type.ToString().Replace('.', '/'));
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}
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}
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/// <summary> Add items for the context menu when right-clicking this node. Override to add custom menu items. </summary>
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public virtual void AddContextMenuItems(GenericMenu menu) {
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Vector2 pos = NodeEditorWindow.current.WindowToGridPosition(Event.current.mousePosition);
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for (int i = 0; i < NodeEditorWindow.nodeTypes.Length; i++) {
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Type type = NodeEditorWindow.nodeTypes[i];
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//Get node context menu path
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string path = GetNodeMenuName(type);
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if (string.IsNullOrEmpty(path)) continue;
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menu.AddItem(new GUIContent(path), false, () => {
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CreateNode(type, pos);
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});
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}
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menu.AddSeparator("");
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menu.AddItem(new GUIContent("Preferences"), false, () => NodeEditorWindow.OpenPreferences());
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NodeEditorWindow.AddCustomContextMenuItems(menu, target);
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}
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public virtual Color GetTypeColor(Type type) {
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public virtual Color GetTypeColor(Type type) {
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return NodeEditorPreferences.GetTypeColor(type);
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return NodeEditorPreferences.GetTypeColor(type);
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}
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}
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/// <summary> Create a node and save it in the graph asset </summary>
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public virtual void CreateNode(Type type, Vector2 position) {
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XNode.Node node = target.AddNode(type);
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node.position = position;
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node.name = UnityEditor.ObjectNames.NicifyVariableName(type.Name);
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AssetDatabase.AddObjectToAsset(node, target);
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if (NodeEditorPreferences.GetSettings().autoSave) AssetDatabase.SaveAssets();
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NodeEditorWindow.RepaintAll();
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}
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/// <summary> Creates a copy of the original node in the graph </summary>
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/// <summary> Creates a copy of the original node in the graph </summary>
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public XNode.Node CopyNode(XNode.Node original) {
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public XNode.Node CopyNode(XNode.Node original) {
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XNode.Node node = target.CopyNode(original);
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XNode.Node node = target.CopyNode(original);
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