diff --git a/.editorconfig b/.editorconfig new file mode 100644 index 0000000..03c2cb5 --- /dev/null +++ b/.editorconfig @@ -0,0 +1,8 @@ +root = true + +[*.cs] +indent_style = space +indent_size = 4 +end_of_line = crlf +insert_final_newline = false +trim_trailing_whitespace = true diff --git a/.gitignore b/.gitignore index a4ed8fc..a833bf4 100644 --- a/.gitignore +++ b/.gitignore @@ -25,5 +25,7 @@ sysinfo.txt .git.meta .gitignore.meta .gitattributes.meta - *.meta + +# OS X only: +.DS_Store \ No newline at end of file diff --git a/Scripts/Editor/GraphAndNodeEditor.cs b/Scripts/Editor/GraphAndNodeEditor.cs index bfc809a..c13f782 100644 --- a/Scripts/Editor/GraphAndNodeEditor.cs +++ b/Scripts/Editor/GraphAndNodeEditor.cs @@ -1,13 +1,24 @@ -using System; -using System.Collections; -using System.Collections.Generic; -using System.Reflection; -using UnityEditor; +using UnityEditor; using UnityEngine; +#if ODIN_INSPECTOR +using Sirenix.OdinInspector.Editor; +using Sirenix.Utilities; +using Sirenix.Utilities.Editor; +#endif namespace XNodeEditor { /// Override graph inspector to show an 'Open Graph' button at the top [CustomEditor(typeof(XNode.NodeGraph), true)] +#if ODIN_INSPECTOR + public class GlobalGraphEditor : OdinEditor { + public override void OnInspectorGUI() { + if (GUILayout.Button("Edit graph", GUILayout.Height(40))) { + NodeEditorWindow.Open(serializedObject.targetObject as XNode.NodeGraph); + } + base.OnInspectorGUI(); + } + } +#else public class GlobalGraphEditor : Editor { public override void OnInspectorGUI() { serializedObject.Update(); @@ -24,8 +35,21 @@ namespace XNodeEditor { serializedObject.ApplyModifiedProperties(); } } +#endif [CustomEditor(typeof(XNode.Node), true)] +#if ODIN_INSPECTOR + public class GlobalNodeEditor : OdinEditor { + public override void OnInspectorGUI() { + if (GUILayout.Button("Edit graph", GUILayout.Height(40))) { + SerializedProperty graphProp = serializedObject.FindProperty("graph"); + NodeEditorWindow w = NodeEditorWindow.Open(graphProp.objectReferenceValue as XNode.NodeGraph); + w.Home(); // Focus selected node + } + base.OnInspectorGUI(); + } + } +#else public class GlobalNodeEditor : Editor { public override void OnInspectorGUI() { serializedObject.Update(); @@ -45,4 +69,5 @@ namespace XNodeEditor { serializedObject.ApplyModifiedProperties(); } } +#endif } \ No newline at end of file diff --git a/Scripts/Editor/GraphRenameFixAssetProcessor.cs b/Scripts/Editor/GraphRenameFixAssetProcessor.cs new file mode 100644 index 0000000..264e8b1 --- /dev/null +++ b/Scripts/Editor/GraphRenameFixAssetProcessor.cs @@ -0,0 +1,35 @@ +using UnityEditor; +using XNode; + +namespace XNodeEditor { + /// + /// This asset processor resolves an issue with the new v2 AssetDatabase system present on 2019.3 and later. When + /// renaming a asset, it appears that sometimes the v2 AssetDatabase will swap which asset + /// is the main asset (present at top level) between the and one of its + /// sub-assets. As a workaround until Unity fixes this, this asset processor checks all renamed assets and if it + /// finds a case where a has been made the main asset it will swap it back to being a sub-asset + /// and rename the node to the default name for that node type. + /// + internal sealed class GraphRenameFixAssetProcessor : AssetPostprocessor { + private static void OnPostprocessAllAssets( + string[] importedAssets, + string[] deletedAssets, + string[] movedAssets, + string[] movedFromAssetPaths) { + for (int i = 0; i < movedAssets.Length; i++) { + Node nodeAsset = AssetDatabase.LoadMainAssetAtPath(movedAssets[i]) as Node; + + // If the renamed asset is a node graph, but the v2 AssetDatabase has swapped a sub-asset node to be its + // main asset, reset the node graph to be the main asset and rename the node asset back to its default + // name. + if (nodeAsset != null && AssetDatabase.IsMainAsset(nodeAsset)) { + AssetDatabase.SetMainObject(nodeAsset.graph, movedAssets[i]); + AssetDatabase.ImportAsset(movedAssets[i]); + + nodeAsset.name = NodeEditorUtilities.NodeDefaultName(nodeAsset.GetType()); + EditorUtility.SetDirty(nodeAsset); + } + } + } + } +} \ No newline at end of file diff --git a/Scripts/Editor/GraphRenameFixAssetProcessor.cs.meta b/Scripts/Editor/GraphRenameFixAssetProcessor.cs.meta new file mode 100644 index 0000000..77e87ee --- /dev/null +++ b/Scripts/Editor/GraphRenameFixAssetProcessor.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 65da1ff1c50a9984a9c95fd18799e8dd +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Scripts/Editor/NodeEditorAction.cs b/Scripts/Editor/NodeEditorAction.cs index 992cbcc..ac58583 100644 --- a/Scripts/Editor/NodeEditorAction.cs +++ b/Scripts/Editor/NodeEditorAction.cs @@ -25,21 +25,16 @@ namespace XNodeEditor { [NonSerialized] private XNode.NodePort autoConnectOutput = null; [NonSerialized] private List draggedOutputReroutes = new List(); private RerouteReference hoveredReroute = new RerouteReference(); - private List selectedReroutes = new List(); + public List selectedReroutes = new List(); private Vector2 dragBoxStart; private UnityEngine.Object[] preBoxSelection; private RerouteReference[] preBoxSelectionReroute; private Rect selectionBox; private bool isDoubleClick = false; private Vector2 lastMousePosition; - private MenuPopupWindow menuPopupWindow; + private float dragThreshold = 1f; public void Controls() { - if (menuPopupWindow == null) - { - menuPopupWindow = new MenuPopupWindow(); - graphEditor.AddContextMenuItems(menuPopupWindow); - } wantsMouseMove = true; Event e = Event.current; switch (e.type) { @@ -64,10 +59,9 @@ namespace XNodeEditor { case EventType.MouseDrag: if (e.button == 0) { if (IsDraggingPort) { - if (IsHoveringPort && hoveredPort.IsInput && draggedOutput.CanConnectTo(hoveredPort)) { - if (!draggedOutput.IsConnectedTo(hoveredPort)) { - draggedOutputTarget = hoveredPort; - } + // Set target even if we can't connect, so as to prevent auto-conn menu from opening erroneously + if (IsHoveringPort && hoveredPort.IsInput && !draggedOutput.IsConnectedTo(hoveredPort)) { + draggedOutputTarget = hoveredPort; } else { draggedOutputTarget = null; } @@ -141,8 +135,11 @@ namespace XNodeEditor { Repaint(); } } else if (e.button == 1 || e.button == 2) { - panOffset += e.delta * zoom; - isPanning = true; + //check drag threshold for larger screens + if (e.delta.magnitude > dragThreshold) { + panOffset += e.delta * zoom; + isPanning = true; + } } break; case EventType.MouseDown: @@ -211,8 +208,8 @@ namespace XNodeEditor { if (e.button == 0) { //Port drag release if (IsDraggingPort) { - //If connection is valid, save it - if (draggedOutputTarget != null) { + // If connection is valid, save it + if (draggedOutputTarget != null && draggedOutput.CanConnectTo(draggedOutputTarget)) { XNode.Node node = draggedOutputTarget.node; if (graph.nodes.Count != 0) draggedOutput.Connect(draggedOutputTarget); @@ -224,8 +221,10 @@ namespace XNodeEditor { EditorUtility.SetDirty(graph); } } - // Open context menu for auto-connection - else if (NodeEditorPreferences.GetSettings().dragToCreate && autoConnectOutput != null) { + // Open context menu for auto-connection if there is no target node + else if (draggedOutputTarget == null && NodeEditorPreferences.GetSettings().dragToCreate && autoConnectOutput != null) { + var menuPopupWindow = new MenuPopupWindow(); + graphEditor.AddContextMenuItems(menuPopupWindow); menuPopupWindow.onCloseAction = ReleaseDraggedConnection; menuPopupWindow.openBeforeMousePos = e.mousePosition; PopupWindow.Show(new Rect(Event.current.mousePosition, Vector2.zero),menuPopupWindow); @@ -286,6 +285,8 @@ 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; + var menuPopupWindow = new MenuPopupWindow(); + graphEditor.AddContextMenuItems(menuPopupWindow); menuPopupWindow.openBeforeMousePos = e.mousePosition; PopupWindow.Show(new Rect(Event.current.mousePosition, Vector2.zero),menuPopupWindow); } @@ -452,6 +453,15 @@ namespace XNodeEditor { for (int i = 0; i < nodes.Length; i++) { XNode.Node srcNode = nodes[i]; if (srcNode == null) continue; + + // Check if user is allowed to add more of given node type + XNode.Node.DisallowMultipleNodesAttribute disallowAttrib; + Type nodeType = srcNode.GetType(); + if (NodeEditorUtilities.GetAttrib(nodeType, out disallowAttrib)) { + int typeCount = graph.nodes.Count(x => x.GetType() == nodeType); + if (typeCount >= disallowAttrib.max) continue; + } + XNode.Node newNode = graphEditor.CopyNode(srcNode); substitutes.Add(srcNode, newNode); newNode.position = srcNode.position + offset; @@ -469,8 +479,8 @@ namespace XNodeEditor { XNode.Node newNodeIn, newNodeOut; if (substitutes.TryGetValue(inputPort.node, out newNodeIn) && substitutes.TryGetValue(outputPort.node, out newNodeOut)) { - newNodeIn.UpdateStaticPorts(); - newNodeOut.UpdateStaticPorts(); + newNodeIn.UpdatePorts(); + newNodeOut.UpdatePorts(); inputPort = newNodeIn.GetInputPort(inputPort.fieldName); outputPort = newNodeOut.GetOutputPort(outputPort.fieldName); } @@ -539,8 +549,8 @@ namespace XNodeEditor { XNode.NodePort inputPort = node.Ports.FirstOrDefault(x => x.IsInput && x.ValueType == autoConnectOutput.ValueType); // Fallback to input port if (inputPort == null) inputPort = node.Ports.FirstOrDefault(x => x.IsInput); - // Autoconnect - if (inputPort != null) autoConnectOutput.Connect(inputPort); + // Autoconnect if connection is compatible + if (inputPort != null && inputPort.CanConnectTo(autoConnectOutput)) autoConnectOutput.Connect(inputPort); // Save changes EditorUtility.SetDirty(graph); @@ -548,4 +558,4 @@ namespace XNodeEditor { autoConnectOutput = null; } } -} \ No newline at end of file +} diff --git a/Scripts/Editor/NodeEditorGUI.cs b/Scripts/Editor/NodeEditorGUI.cs index 088998f..2936769 100755 --- a/Scripts/Editor/NodeEditorGUI.cs +++ b/Scripts/Editor/NodeEditorGUI.cs @@ -160,6 +160,7 @@ namespace XNodeEditor { for (int i = 0; i < gridPoints.Count; ++i) gridPoints[i] = GridToWindowPosition(gridPoints[i]); + Color originalHandlesColor = Handles.color; Handles.color = gradient.Evaluate(0f); int length = gridPoints.Count; switch (path) { @@ -220,6 +221,7 @@ namespace XNodeEditor { Vector2 prev_point = point_a; // Approximately one segment per 5 pixels int segments = (int) Vector2.Distance(point_a, point_b) / 5; + segments = Math.Max(segments, 1); int draw = 0; for (int j = 0; j <= segments; j++) { @@ -285,7 +287,44 @@ namespace XNodeEditor { } } break; + case NoodlePath.ShaderLab: + Vector2 start = gridPoints[0]; + Vector2 end = gridPoints[length - 1]; + //Modify first and last point in array so we can loop trough them nicely. + gridPoints[0] = gridPoints[0] + Vector2.right * (20 / zoom); + gridPoints[length - 1] = gridPoints[length - 1] + Vector2.left * (20 / zoom); + //Draw first vertical lines going out from nodes + Handles.color = gradient.Evaluate(0f); + DrawAAPolyLineNonAlloc(thickness, start, gridPoints[0]); + Handles.color = gradient.Evaluate(1f); + DrawAAPolyLineNonAlloc(thickness, end, gridPoints[length - 1]); + for (int i = 0; i < length - 1; i++) { + Vector2 point_a = gridPoints[i]; + Vector2 point_b = gridPoints[i + 1]; + // Draws the line with the coloring. + Vector2 prev_point = point_a; + // Approximately one segment per 5 pixels + int segments = (int) Vector2.Distance(point_a, point_b) / 5; + segments = Math.Max(segments, 1); + + int draw = 0; + for (int j = 0; j <= segments; j++) { + draw++; + float t = j / (float) segments; + Vector2 lerp = Vector2.Lerp(point_a, point_b, t); + if (draw > 0) { + if (i == length - 2) Handles.color = gradient.Evaluate(t); + DrawAAPolyLineNonAlloc(thickness, prev_point, lerp); + } + prev_point = lerp; + if (stroke == NoodleStroke.Dashed && draw >= 2) draw = -2; + } + } + gridPoints[0] = start; + gridPoints[length - 1] = end; + break; } + Handles.color = originalHandlesColor; } /// Draws all connections diff --git a/Scripts/Editor/NodeEditorPreferences.cs b/Scripts/Editor/NodeEditorPreferences.cs index 4020850..9afa556 100644 --- a/Scripts/Editor/NodeEditorPreferences.cs +++ b/Scripts/Editor/NodeEditorPreferences.cs @@ -5,7 +5,7 @@ using UnityEngine; using UnityEngine.Serialization; namespace XNodeEditor { - public enum NoodlePath { Curvy, Straight, Angled } + public enum NoodlePath { Curvy, Straight, Angled, ShaderLab } public enum NoodleStroke { Full, Dashed } public static class NodeEditorPreferences { diff --git a/Scripts/Editor/NodeEditorUtilities.cs b/Scripts/Editor/NodeEditorUtilities.cs index 9973145..ac12e33 100644 --- a/Scripts/Editor/NodeEditorUtilities.cs +++ b/Scripts/Editor/NodeEditorUtilities.cs @@ -74,8 +74,10 @@ namespace XNodeEditor { Attribute attr; if (!typeTypes.TryGetValue(typeof(T), out attr)) { - if (GetAttrib(classType, fieldName, out attribOut)) typeTypes.Add(typeof(T), attribOut); - else typeTypes.Add(typeof(T), null); + if (GetAttrib(classType, fieldName, out attribOut)) { + typeTypes.Add(typeof(T), attribOut); + return true; + } else typeTypes.Add(typeof(T), null); } if (attr == null) { @@ -261,4 +263,4 @@ namespace XNodeEditor { } } } -} \ No newline at end of file +} diff --git a/Scripts/Editor/NodeEditorWindow.cs b/Scripts/Editor/NodeEditorWindow.cs index 7b01503..535da52 100644 --- a/Scripts/Editor/NodeEditorWindow.cs +++ b/Scripts/Editor/NodeEditorWindow.cs @@ -117,7 +117,16 @@ namespace XNodeEditor { { current = this; ValidateGraphEditor(); - if (graphEditor != null && NodeEditorPreferences.GetSettings().autoSave) AssetDatabase.SaveAssets(); + if (graphEditor != null) { + graphEditor.OnWindowFocus(); + if (NodeEditorPreferences.GetSettings().autoSave) AssetDatabase.SaveAssets(); + } + + dragThreshold = Math.Max(1f, Screen.width / 1000f); + } + + void OnLostFocus() { + if (graphEditor != null) graphEditor.OnWindowFocusLost(); } [InitializeOnLoadMethod] @@ -137,7 +146,7 @@ namespace XNodeEditor { /// Make sure the graph editor is assigned and to the right object private void ValidateGraphEditor() { NodeGraphEditor graphEditor = NodeGraphEditor.GetEditor(graph, this); - if (this.graphEditor != graphEditor) { + if (this.graphEditor != graphEditor && graphEditor != null) { this.graphEditor = graphEditor; graphEditor.OnOpen(); this.graphEditor.window.minSize = new Vector2(300,300); diff --git a/Scripts/Editor/NodeGraphEditor.cs b/Scripts/Editor/NodeGraphEditor.cs index 05aa864..b1968aa 100644 --- a/Scripts/Editor/NodeGraphEditor.cs +++ b/Scripts/Editor/NodeGraphEditor.cs @@ -1,4 +1,5 @@ using System; +using System.Linq; using UnityEditor; using UnityEngine; @@ -16,6 +17,12 @@ namespace XNodeEditor { /// Called when opened by NodeEditorWindow public virtual void OnOpen() { } + /// Called when NodeEditorWindow gains focus + public virtual void OnWindowFocus() { } + + /// Called when NodeEditorWindow loses focus + public virtual void OnWindowFocusLost() { } + public virtual Texture2D GetGridTexture() { return NodeEditorPreferences.GetSettings().gridTexture; } @@ -39,23 +46,46 @@ namespace XNodeEditor { return NodeEditorUtilities.NodeDefaultPath(type); } + /// The order by which the menu items are displayed. + public virtual int GetNodeMenuOrder(Type type) { + //Check if type has the CreateNodeMenuAttribute + XNode.Node.CreateNodeMenuAttribute attrib; + if (NodeEditorUtilities.GetAttrib(type, out attrib)) // Return custom path + return attrib.order; + else + return 0; + } + /// Add items for the context menu when right-clicking this node. Override to add custom menu items. public virtual void AddContextMenuItems(MenuPopupWindow menu) { Vector2 pos = NodeEditorWindow.current.WindowToGridPosition(Event.current.mousePosition); - for (int i = 0; i < NodeEditorReflection.nodeTypes.Length; i++) { - Type type = NodeEditorReflection.nodeTypes[i]; + var nodeTypes = NodeEditorReflection.nodeTypes.OrderBy(type => GetNodeMenuOrder(type)).ToArray(); + for (int i = 0; i < nodeTypes.Length; i++) { + Type type = nodeTypes[i]; //Get node context menu path string path = GetNodeMenuName(type); if (string.IsNullOrEmpty(path)) continue; - menu.AddItem(path, () => { - pos = NodeEditorWindow.current.WindowToGridPosition(menu.openBeforeMousePos); - XNode.Node node = CreateNode(type, pos); - NodeEditorWindow.current.AutoConnect(node); - }); + + // Check if user is allowed to add more of given node type + XNode.Node.DisallowMultipleNodesAttribute disallowAttrib; + bool disallowed = false; + if (NodeEditorUtilities.GetAttrib(type, out disallowAttrib)) { + int typeCount = target.nodes.Count(x => x.GetType() == type); + if (typeCount >= disallowAttrib.max) disallowed = true; + } + + if (!disallowed) + { + menu.AddItem(path, () => { + pos = NodeEditorWindow.current.WindowToGridPosition(menu.openBeforeMousePos); + XNode.Node node = CreateNode(type, pos); + NodeEditorWindow.current.AutoConnect(node); + }); + } } - if (NodeEditorWindow.copyBuffer != null && NodeEditorWindow.copyBuffer.Length > 0) + if (NodeEditorWindow.copyBuffer != null && NodeEditorWindow.copyBuffer.Length > 0) menu.AddItem("Paste", () => { pos = NodeEditorWindow.current.WindowToGridPosition(menu.openBeforeMousePos); @@ -63,16 +93,16 @@ namespace XNodeEditor { }); menu.AddItem("Preferences", () => NodeEditorReflection.OpenPreferences()); - + menu.AddItem("Create All Node ---> Test use", () => { if (!EditorUtility.DisplayDialog("warning","Are you sure you want to create all the nodes?","ok","no")) { return; } - + pos = NodeEditorWindow.current.WindowToGridPosition(menu.openBeforeMousePos); - + for (int i = 0; i < NodeEditorReflection.nodeTypes.Length; i++) { Type type = NodeEditorReflection.nodeTypes[i]; @@ -162,7 +192,7 @@ namespace XNodeEditor { /// Deal with objects dropped into the graph through DragAndDrop public virtual void OnDropObjects(UnityEngine.Object[] objects) { - Debug.Log("No OnDropObjects override defined for " + GetType()); + if (GetType() != typeof(NodeGraphEditor)) Debug.Log("No OnDropObjects override defined for " + GetType()); } /// Create a node and save it in the graph asset @@ -172,14 +202,14 @@ namespace XNodeEditor { Undo.RegisterCreatedObjectUndo(node, "Create Node"); node.position = position; if (node.name == null || node.name.Trim() == "") node.name = NodeEditorUtilities.NodeDefaultName(type); - AssetDatabase.AddObjectToAsset(node, target); + if (!string.IsNullOrEmpty(AssetDatabase.GetAssetPath(target))) AssetDatabase.AddObjectToAsset(node, target); if (NodeEditorPreferences.GetSettings().autoSave) AssetDatabase.SaveAssets(); NodeEditorWindow.RepaintAll(); return node; } /// Creates a copy of the original node in the graph - public XNode.Node CopyNode(XNode.Node original) { + public virtual XNode.Node CopyNode(XNode.Node original) { Undo.RecordObject(target, "Duplicate Node"); XNode.Node node = target.CopyNode(original); Undo.RegisterCreatedObjectUndo(node, "Duplicate Node"); @@ -189,8 +219,25 @@ namespace XNodeEditor { return node; } + /// Return false for nodes that can't be removed + public virtual bool CanRemove(XNode.Node node) { + // Check graph attributes to see if this node is required + Type graphType = target.GetType(); + XNode.NodeGraph.RequireNodeAttribute[] attribs = Array.ConvertAll( + graphType.GetCustomAttributes(typeof(XNode.NodeGraph.RequireNodeAttribute), true), x => x as XNode.NodeGraph.RequireNodeAttribute); + if (attribs.Any(x => x.Requires(node.GetType()))) { + if (target.nodes.Count(x => x.GetType() == node.GetType()) <= 1) { + return false; + } + } + return true; + } + /// Safely remove a node and all its connections. public virtual void RemoveNode(XNode.Node node) { + if (!CanRemove(node)) return; + + // Remove the node Undo.RecordObject(node, "Delete Node"); Undo.RecordObject(target, "Delete Node"); foreach (var port in node.Ports) @@ -219,4 +266,4 @@ namespace XNodeEditor { } } } -} \ No newline at end of file +} diff --git a/Scripts/Editor/NodeGraphImporter.cs b/Scripts/Editor/NodeGraphImporter.cs new file mode 100644 index 0000000..3faf54f --- /dev/null +++ b/Scripts/Editor/NodeGraphImporter.cs @@ -0,0 +1,45 @@ +using System; +using System.IO; +using System.Linq; +using UnityEditor; +using UnityEditor.Experimental.AssetImporters; +using UnityEngine; +using XNode; + +namespace XNodeEditor { + /// Deals with modified assets + class NodeGraphImporter : AssetPostprocessor { + private static void OnPostprocessAllAssets(string[] importedAssets, string[] deletedAssets, string[] movedAssets, string[] movedFromAssetPaths) { + foreach (string path in importedAssets) { + // Skip processing anything without the .asset extension + if (Path.GetExtension(path) != ".asset") continue; + + // Get the object that is requested for deletion + NodeGraph graph = AssetDatabase.LoadAssetAtPath(path); + if (graph == null) continue; + + // Get attributes + Type graphType = graph.GetType(); + NodeGraph.RequireNodeAttribute[] attribs = Array.ConvertAll( + graphType.GetCustomAttributes(typeof(NodeGraph.RequireNodeAttribute), true), x => x as NodeGraph.RequireNodeAttribute); + + Vector2 position = Vector2.zero; + foreach (NodeGraph.RequireNodeAttribute attrib in attribs) { + if (attrib.type0 != null) AddRequired(graph, attrib.type0, ref position); + if (attrib.type1 != null) AddRequired(graph, attrib.type1, ref position); + if (attrib.type2 != null) AddRequired(graph, attrib.type2, ref position); + } + } + } + + private static void AddRequired(NodeGraph graph, Type type, ref Vector2 position) { + if (!graph.nodes.Any(x => x.GetType() == type)) { + XNode.Node node = graph.AddNode(type); + node.position = position; + position.x += 200; + if (node.name == null || node.name.Trim() == "") node.name = NodeEditorUtilities.NodeDefaultName(type); + if (!string.IsNullOrEmpty(AssetDatabase.GetAssetPath(graph))) AssetDatabase.AddObjectToAsset(node, graph); + } + } + } +} \ No newline at end of file diff --git a/Scripts/Editor/NodeGraphImporter.cs.meta b/Scripts/Editor/NodeGraphImporter.cs.meta new file mode 100644 index 0000000..b3dd1fe --- /dev/null +++ b/Scripts/Editor/NodeGraphImporter.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 7a816f2790bf3da48a2d6d0035ebc9a0 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Scripts/Editor/RenamePopup.cs b/Scripts/Editor/RenamePopup.cs index 564374e..a43837f 100644 --- a/Scripts/Editor/RenamePopup.cs +++ b/Scripts/Editor/RenamePopup.cs @@ -1,9 +1,11 @@ -using UnityEditor; +using UnityEditor; using UnityEngine; namespace XNodeEditor { /// Utility for renaming assets public class RenamePopup : EditorWindow { + private const string inputControlName = "nameInput"; + public static RenamePopup current { get; private set; } public Object target; public string input; @@ -19,7 +21,6 @@ namespace XNodeEditor { window.input = target.name; window.minSize = new Vector2(100, 44); window.position = new Rect(0, 0, width, 44); - GUI.FocusControl("ClearAllFocus"); window.UpdatePositionToMouse(); return window; } @@ -43,26 +44,40 @@ namespace XNodeEditor { UpdatePositionToMouse(); firstFrame = false; } + GUI.SetNextControlName(inputControlName); input = EditorGUILayout.TextField(input); + EditorGUI.FocusTextInControl(inputControlName); Event e = Event.current; // If input is empty, revert name to default instead if (input == null || input.Trim() == "") { if (GUILayout.Button("Revert to default") || (e.isKey && e.keyCode == KeyCode.Return)) { target.name = NodeEditorUtilities.NodeDefaultName(target.GetType()); + NodeEditor.GetEditor((XNode.Node)target, NodeEditorWindow.current).OnRename(); + AssetDatabase.SetMainObject((target as XNode.Node).graph, AssetDatabase.GetAssetPath(target)); AssetDatabase.ImportAsset(AssetDatabase.GetAssetPath(target)); Close(); - target.TriggerOnValidate(); + target.TriggerOnValidate(); } } // Rename asset to input text else { if (GUILayout.Button("Apply") || (e.isKey && e.keyCode == KeyCode.Return)) { target.name = input; + NodeEditor.GetEditor((XNode.Node)target, NodeEditorWindow.current).OnRename(); + AssetDatabase.SetMainObject((target as XNode.Node).graph, AssetDatabase.GetAssetPath(target)); AssetDatabase.ImportAsset(AssetDatabase.GetAssetPath(target)); Close(); - target.TriggerOnValidate(); + target.TriggerOnValidate(); } } + + if (e.isKey && e.keyCode == KeyCode.Escape) { + Close(); + } + } + + private void OnDestroy() { + EditorGUIUtility.editingTextField = false; } } } \ No newline at end of file diff --git a/Scripts/Editor/SceneGraphEditor.cs b/Scripts/Editor/SceneGraphEditor.cs new file mode 100644 index 0000000..9fb1c67 --- /dev/null +++ b/Scripts/Editor/SceneGraphEditor.cs @@ -0,0 +1,77 @@ +using System; +using System.Collections; +using System.Collections.Generic; +using UnityEditor; +using UnityEngine; +using XNode; + +namespace XNodeEditor { + [CustomEditor(typeof(SceneGraph), true)] + public class SceneGraphEditor : Editor { + private SceneGraph sceneGraph; + private bool removeSafely; + private Type graphType; + + public override void OnInspectorGUI() { + if (sceneGraph.graph == null) { + if (GUILayout.Button("New graph", GUILayout.Height(40))) { + if (graphType == null) { + Type[] graphTypes = NodeEditorReflection.GetDerivedTypes(typeof(NodeGraph)); + GenericMenu menu = new GenericMenu(); + for (int i = 0; i < graphTypes.Length; i++) { + Type graphType = graphTypes[i]; + menu.AddItem(new GUIContent(graphType.Name), false, () => CreateGraph(graphType)); + } + menu.ShowAsContext(); + } else { + CreateGraph(graphType); + } + } + } else { + if (GUILayout.Button("Open graph", GUILayout.Height(40))) { + NodeEditorWindow.Open(sceneGraph.graph); + } + if (removeSafely) { + GUILayout.BeginHorizontal(); + GUILayout.Label("Really remove graph?"); + GUI.color = new Color(1, 0.8f, 0.8f); + if (GUILayout.Button("Remove")) { + removeSafely = false; + Undo.RecordObject(sceneGraph, "Removed graph"); + sceneGraph.graph = null; + } + GUI.color = Color.white; + if (GUILayout.Button("Cancel")) { + removeSafely = false; + } + GUILayout.EndHorizontal(); + } else { + GUI.color = new Color(1, 0.8f, 0.8f); + if (GUILayout.Button("Remove graph")) { + removeSafely = true; + } + GUI.color = Color.white; + } + } + } + + private void OnEnable() { + sceneGraph = target as SceneGraph; + Type sceneGraphType = sceneGraph.GetType(); + if (sceneGraphType == typeof(SceneGraph)) { + graphType = null; + } else { + Type baseType = sceneGraphType.BaseType; + if (baseType.IsGenericType) { + graphType = sceneGraphType = baseType.GetGenericArguments() [0]; + } + } + } + + public void CreateGraph(Type type) { + Undo.RecordObject(sceneGraph, "Create graph"); + sceneGraph.graph = ScriptableObject.CreateInstance(type) as NodeGraph; + sceneGraph.graph.name = sceneGraph.name + "-graph"; + } + } +} \ No newline at end of file diff --git a/Scripts/Editor/SceneGraphEditor.cs.meta b/Scripts/Editor/SceneGraphEditor.cs.meta new file mode 100644 index 0000000..e1bf0b2 --- /dev/null +++ b/Scripts/Editor/SceneGraphEditor.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: aea725adabc311f44b5ea8161360a915 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Scripts/Node.cs b/Scripts/Node.cs index b37ead4..eba5604 100644 --- a/Scripts/Node.cs +++ b/Scripts/Node.cs @@ -66,7 +66,7 @@ namespace XNode { [Obsolete("Use AddDynamicInput instead")] public NodePort AddInstanceInput(Type type, Node.ConnectionType connectionType = Node.ConnectionType.Multiple, Node.TypeConstraint typeConstraint = TypeConstraint.None, string fieldName = null) { - return AddInstanceInput(type, connectionType, typeConstraint, fieldName); + return AddDynamicInput(type, connectionType, typeConstraint, fieldName); } [Obsolete("Use AddDynamicOutput instead")] @@ -126,12 +126,12 @@ namespace XNode { protected void OnEnable() { if (graphHotfix != null) graph = graphHotfix; graphHotfix = null; - UpdateStaticPorts(); + UpdatePorts(); Init(); } - /// Update static ports to reflect class fields. This happens automatically on enable. - public void UpdateStaticPorts() { + /// Update static ports and dynamic ports managed by DynamicPortLists to reflect class fields. This happens automatically on enable or on redrawing a dynamic port list. + public void UpdatePorts() { NodeDataCache.UpdatePorts(this, ports); } @@ -271,7 +271,7 @@ namespace XNode { #region Attributes /// Mark a serializable field as an input port. You can access this through - [AttributeUsage(AttributeTargets.Field, AllowMultiple = true)] + [AttributeUsage(AttributeTargets.Field)] public class InputAttribute : Attribute { public ShowBackingValue backingValue; public ConnectionType connectionType; @@ -297,7 +297,7 @@ namespace XNode { } /// Mark a serializable field as an output port. You can access this through - [AttributeUsage(AttributeTargets.Field, AllowMultiple = true)] + [AttributeUsage(AttributeTargets.Field)] public class OutputAttribute : Attribute { public ShowBackingValue backingValue; public ConnectionType connectionType; @@ -326,16 +326,41 @@ namespace XNode { public OutputAttribute(ShowBackingValue backingValue, ConnectionType connectionType, bool dynamicPortList) : this(backingValue, connectionType, TypeConstraint.None, dynamicPortList) { } } + /// Manually supply node class with a context menu path [AttributeUsage(AttributeTargets.Class, AllowMultiple = false)] public class CreateNodeMenuAttribute : Attribute { public string menuName; + public int order; /// Manually supply node class with a context menu path /// Path to this node in the context menu. Null or empty hides it. public CreateNodeMenuAttribute(string menuName) { this.menuName = menuName; + this.order = 0; + } + + /// Manually supply node class with a context menu path + /// Path to this node in the context menu. Null or empty hides it. + /// The order by which the menu items are displayed. + public CreateNodeMenuAttribute(string menuName, int order) { + this.menuName = menuName; + this.order = order; } } + /// Prevents Node of the same type to be added more than once (configurable) to a NodeGraph + [AttributeUsage(AttributeTargets.Class, AllowMultiple = false)] + public class DisallowMultipleNodesAttribute : Attribute { + // TODO: Make inheritance work in such a way that applying [DisallowMultipleNodes(1)] to type NodeBar : Node + // while type NodeFoo : NodeBar exists, will let you add *either one* of these nodes, but not both. + public int max; + /// Prevents Node of the same type to be added more than once (configurable) to a NodeGraph + /// How many nodes to allow. Defaults to 1. + public DisallowMultipleNodesAttribute(int max = 1) { + this.max = max; + } + } + + /// Specify a color for this node type [AttributeUsage(AttributeTargets.Class, AllowMultiple = false)] public class NodeTintAttribute : Attribute { public Color color; @@ -362,6 +387,7 @@ namespace XNode { } } + /// Specify a width for this node type [AttributeUsage(AttributeTargets.Class, AllowMultiple = false)] public class NodeWidthAttribute : Attribute { public int width; diff --git a/Scripts/NodeDataCache.cs b/Scripts/NodeDataCache.cs index b884da0..e8b83ac 100644 --- a/Scripts/NodeDataCache.cs +++ b/Scripts/NodeDataCache.cs @@ -9,7 +9,7 @@ namespace XNode { private static PortDataCache portDataCache; private static bool Initialized { get { return portDataCache != null; } } - /// Update static ports to reflect class fields. + /// Update static ports and dynamic ports managed by DynamicPortLists to reflect class fields. public static void UpdatePorts(Node node, Dictionary ports) { if (!Initialized) BuildCache(); @@ -17,6 +17,8 @@ namespace XNode { Dictionary> removedPorts = new Dictionary>(); System.Type nodeType = node.GetType(); + List dynamicListPorts = new List(); + List typePortCache; if (portDataCache.TryGetValue(nodeType, out typePortCache)) { for (int i = 0; i < typePortCache.Count; i++) { @@ -25,6 +27,7 @@ namespace XNode { } // Cleanup port dict - Remove nonexisting static ports - update static port types + // AND update dynamic ports (albeit only those in lists) too, in order to enforce proper serialisation. // Loop through current node ports foreach (NodePort port in ports.Values.ToList()) { // If port still exists, check it it has been changed @@ -47,6 +50,10 @@ namespace XNode { port.ClearConnections(); ports.Remove(port.fieldName); } + // If the port is dynamic and is managed by a dynamic port list, flag it for reference updates + else if (IsDynamicListPort(port)) { + dynamicListPorts.Add(port); + } } // Add missing ports foreach (NodePort staticPort in staticPorts.Values) { @@ -64,6 +71,55 @@ namespace XNode { ports.Add(staticPort.fieldName, port); } } + + // Finally, make sure dynamic list port settings correspond to the settings of their "backing port" + foreach (NodePort listPort in dynamicListPorts) { + // At this point we know that ports here are dynamic list ports + // which have passed name/"backing port" checks, ergo we can proceed more safely. + string backingPortName = listPort.fieldName.Split(' ')[0]; + NodePort backingPort = staticPorts[backingPortName]; + + // Update port constraints. Creating a new port instead will break the editor, mandating the need for setters. + listPort.ValueType = GetBackingValueType(backingPort.ValueType); + listPort.direction = backingPort.direction; + listPort.connectionType = backingPort.connectionType; + listPort.typeConstraint = backingPort.typeConstraint; + } + } + + /// + /// Extracts the underlying types from arrays and lists, the only collections for dynamic port lists + /// currently supported. If the given type is not applicable (i.e. if the dynamic list port was not + /// defined as an array or a list), returns the given type itself. + /// + private static System.Type GetBackingValueType(System.Type portValType) { + if (portValType.HasElementType) { + return portValType.GetElementType(); + } + if (portValType.IsGenericType && portValType.GetGenericTypeDefinition() == typeof(List<>)) { + return portValType.GetGenericArguments()[0]; + } + return portValType; + } + + /// Returns true if the given port is in a dynamic port list. + private static bool IsDynamicListPort(NodePort port) { + // Ports flagged as "dynamicPortList = true" end up having a "backing port" and a name with an index, but we have + // no guarantee that a dynamic port called "output 0" is an element in a list backed by a static "output" port. + // Thus, we need to check for attributes... (but at least we don't need to look at all fields this time) + string[] fieldNameParts = port.fieldName.Split(' '); + if (fieldNameParts.Length != 2) return false; + + FieldInfo backingPortInfo = port.node.GetType().GetField(fieldNameParts[0]); + if (backingPortInfo == null) return false; + + object[] attribs = backingPortInfo.GetCustomAttributes(true); + return attribs.Any(x => { + Node.InputAttribute inputAttribute = x as Node.InputAttribute; + Node.OutputAttribute outputAttribute = x as Node.OutputAttribute; + return inputAttribute != null && inputAttribute.dynamicPortList || + outputAttribute != null && outputAttribute.dynamicPortList; + }); } /// Cache node types @@ -85,6 +141,7 @@ namespace XNode { case "UnityEngine": case "System": case "mscorlib": + case "Microsoft": continue; default: nodeTypes.AddRange(assembly.GetTypes().Where(t => !t.IsAbstract && baseType.IsAssignableFrom(t)).ToArray()); @@ -102,14 +159,20 @@ namespace XNode { // GetFields doesnt return inherited private fields, so walk through base types and pick those up System.Type tempType = nodeType; - while ((tempType = tempType.BaseType) != typeof(XNode.Node)) - { - // Only return private, protected, etc. - var fieldInfos = tempType.GetFields(BindingFlags.NonPublic | BindingFlags.Instance).Where(x=>x.IsPrivate); - - fieldInfo.AddRange(fieldInfos); - } - return fieldInfo; + while ((tempType = tempType.BaseType) != typeof(XNode.Node)) + { + // Only return private, protected, etc. + var fieldInfos = tempType.GetFields(BindingFlags.NonPublic | BindingFlags.Instance).Where(x=>x.IsPrivate).ToArray(); + + for (int i = 0; i < fieldInfos.Length; i++) { + // Ensure that we do not already have a member with this type and name + FieldInfo parentField = fieldInfos[i]; + if (fieldInfo.TrueForAll(x => x.Name != parentField.Name)) { + fieldInfo.Add(parentField); + } + } + } + return fieldInfo; } private static void CachePorts(System.Type nodeType) { diff --git a/Scripts/NodeGraph.cs b/Scripts/NodeGraph.cs index 6a0cead..d928f94 100644 --- a/Scripts/NodeGraph.cs +++ b/Scripts/NodeGraph.cs @@ -81,5 +81,44 @@ namespace XNode { // Remove all nodes prior to graph destruction Clear(); } + +#region Attributes + /// Automatically ensures the existance of a certain node type, and prevents it from being deleted. + [AttributeUsage(AttributeTargets.Class, AllowMultiple = true)] + public class RequireNodeAttribute : Attribute { + public Type type0; + public Type type1; + public Type type2; + + /// Automatically ensures the existance of a certain node type, and prevents it from being deleted + public RequireNodeAttribute(Type type) { + this.type0 = type; + this.type1 = null; + this.type2 = null; + } + + /// Automatically ensures the existance of a certain node type, and prevents it from being deleted + public RequireNodeAttribute(Type type, Type type2) { + this.type0 = type; + this.type1 = type2; + this.type2 = null; + } + + /// Automatically ensures the existance of a certain node type, and prevents it from being deleted + public RequireNodeAttribute(Type type, Type type2, Type type3) { + this.type0 = type; + this.type1 = type2; + this.type2 = type3; + } + + public bool Requires(Type type) { + if (type == null) return false; + if (type == type0) return true; + else if (type == type1) return true; + else if (type == type2) return true; + return false; + } + } +#endregion } } \ No newline at end of file diff --git a/Scripts/NodePort.cs b/Scripts/NodePort.cs index c4341ea..5f606a2 100644 --- a/Scripts/NodePort.cs +++ b/Scripts/NodePort.cs @@ -19,9 +19,18 @@ namespace XNode { } } - public IO direction { get { return _direction; } } - public Node.ConnectionType connectionType { get { return _connectionType; } } - public Node.TypeConstraint typeConstraint { get { return _typeConstraint; } } + public IO direction { + get { return _direction; } + internal set { _direction = value; } + } + public Node.ConnectionType connectionType { + get { return _connectionType; } + internal set { _connectionType = value; } + } + public Node.TypeConstraint typeConstraint { + get { return _typeConstraint; } + internal set { _typeConstraint = value; } + } /// Is this port connected to anytihng? public bool IsConnected { get { return connections.Count != 0; } } diff --git a/Scripts/SceneGraph.cs b/Scripts/SceneGraph.cs new file mode 100644 index 0000000..bb2774f --- /dev/null +++ b/Scripts/SceneGraph.cs @@ -0,0 +1,23 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using XNode; + +namespace XNode { + /// Lets you instantiate a node graph in the scene. This allows you to reference in-scene objects. + public class SceneGraph : MonoBehaviour { + public NodeGraph graph; + } + + /// Derive from this class to create a SceneGraph with a specific graph type. + /// + /// + /// public class MySceneGraph : SceneGraph { + /// + /// } + /// + /// + public class SceneGraph : SceneGraph where T : NodeGraph { + public new T graph { get { return base.graph as T; } set { base.graph = value; } } + } +} \ No newline at end of file diff --git a/Scripts/SceneGraph.cs.meta b/Scripts/SceneGraph.cs.meta new file mode 100644 index 0000000..c7978b6 --- /dev/null +++ b/Scripts/SceneGraph.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 7915171fc13472a40a0162003052d2db +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: