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mirror of https://github.com/Siccity/xNode.git synced 2026-03-26 22:49:02 +08:00

!I Siccity/master -> yika-aixi/Cabin_Icarus

# Conflicts:
#	.gitignore
#	Scripts/Editor/NodeEditor.cs
#	Scripts/Editor/NodeEditorAction.cs
#	Scripts/Editor/NodeEditorGUILayout.cs
#	Scripts/Editor/NodeGraphEditor.cs
#	Scripts/NodeDataCache.cs
This commit is contained in:
Icarus 2020-05-28 19:04:33 +08:00
commit 7a7c0ffdd0
22 changed files with 589 additions and 71 deletions

8
.editorconfig Normal file
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@ -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

4
.gitignore vendored
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@ -25,5 +25,7 @@ sysinfo.txt
.git.meta .git.meta
.gitignore.meta .gitignore.meta
.gitattributes.meta .gitattributes.meta
*.meta *.meta
# OS X only:
.DS_Store

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@ -1,13 +1,24 @@
using System; using UnityEditor;
using System.Collections;
using System.Collections.Generic;
using System.Reflection;
using UnityEditor;
using UnityEngine; using UnityEngine;
#if ODIN_INSPECTOR
using Sirenix.OdinInspector.Editor;
using Sirenix.Utilities;
using Sirenix.Utilities.Editor;
#endif
namespace XNodeEditor { namespace XNodeEditor {
/// <summary> Override graph inspector to show an 'Open Graph' button at the top </summary> /// <summary> Override graph inspector to show an 'Open Graph' button at the top </summary>
[CustomEditor(typeof(XNode.NodeGraph), true)] [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 class GlobalGraphEditor : Editor {
public override void OnInspectorGUI() { public override void OnInspectorGUI() {
serializedObject.Update(); serializedObject.Update();
@ -24,8 +35,21 @@ namespace XNodeEditor {
serializedObject.ApplyModifiedProperties(); serializedObject.ApplyModifiedProperties();
} }
} }
#endif
[CustomEditor(typeof(XNode.Node), true)] [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 class GlobalNodeEditor : Editor {
public override void OnInspectorGUI() { public override void OnInspectorGUI() {
serializedObject.Update(); serializedObject.Update();
@ -45,4 +69,5 @@ namespace XNodeEditor {
serializedObject.ApplyModifiedProperties(); serializedObject.ApplyModifiedProperties();
} }
} }
#endif
} }

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@ -0,0 +1,35 @@
using UnityEditor;
using XNode;
namespace XNodeEditor {
/// <summary>
/// This asset processor resolves an issue with the new v2 AssetDatabase system present on 2019.3 and later. When
/// renaming a <see cref="XNode.NodeGraph"/> asset, it appears that sometimes the v2 AssetDatabase will swap which asset
/// is the main asset (present at top level) between the <see cref="XNode.NodeGraph"/> and one of its <see cref="XNode.Node"/>
/// sub-assets. As a workaround until Unity fixes this, this asset processor checks all renamed assets and if it
/// finds a case where a <see cref="XNode.Node"/> 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.
/// </summary>
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);
}
}
}
}
}

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@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 65da1ff1c50a9984a9c95fd18799e8dd
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

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@ -25,21 +25,16 @@ namespace XNodeEditor {
[NonSerialized] private XNode.NodePort autoConnectOutput = null; [NonSerialized] private XNode.NodePort autoConnectOutput = null;
[NonSerialized] private List<Vector2> draggedOutputReroutes = new List<Vector2>(); [NonSerialized] private List<Vector2> draggedOutputReroutes = new List<Vector2>();
private RerouteReference hoveredReroute = new RerouteReference(); private RerouteReference hoveredReroute = new RerouteReference();
private List<RerouteReference> selectedReroutes = new List<RerouteReference>(); public List<RerouteReference> selectedReroutes = new List<RerouteReference>();
private Vector2 dragBoxStart; private Vector2 dragBoxStart;
private UnityEngine.Object[] preBoxSelection; private UnityEngine.Object[] preBoxSelection;
private RerouteReference[] preBoxSelectionReroute; private RerouteReference[] preBoxSelectionReroute;
private Rect selectionBox; private Rect selectionBox;
private bool isDoubleClick = false; private bool isDoubleClick = false;
private Vector2 lastMousePosition; private Vector2 lastMousePosition;
private MenuPopupWindow menuPopupWindow; private float dragThreshold = 1f;
public void Controls() { public void Controls() {
if (menuPopupWindow == null)
{
menuPopupWindow = new MenuPopupWindow();
graphEditor.AddContextMenuItems(menuPopupWindow);
}
wantsMouseMove = true; wantsMouseMove = true;
Event e = Event.current; Event e = Event.current;
switch (e.type) { switch (e.type) {
@ -64,10 +59,9 @@ namespace XNodeEditor {
case EventType.MouseDrag: case EventType.MouseDrag:
if (e.button == 0) { if (e.button == 0) {
if (IsDraggingPort) { if (IsDraggingPort) {
if (IsHoveringPort && hoveredPort.IsInput && draggedOutput.CanConnectTo(hoveredPort)) { // Set target even if we can't connect, so as to prevent auto-conn menu from opening erroneously
if (!draggedOutput.IsConnectedTo(hoveredPort)) { if (IsHoveringPort && hoveredPort.IsInput && !draggedOutput.IsConnectedTo(hoveredPort)) {
draggedOutputTarget = hoveredPort; draggedOutputTarget = hoveredPort;
}
} else { } else {
draggedOutputTarget = null; draggedOutputTarget = null;
} }
@ -141,8 +135,11 @@ namespace XNodeEditor {
Repaint(); Repaint();
} }
} else if (e.button == 1 || e.button == 2) { } else if (e.button == 1 || e.button == 2) {
panOffset += e.delta * zoom; //check drag threshold for larger screens
isPanning = true; if (e.delta.magnitude > dragThreshold) {
panOffset += e.delta * zoom;
isPanning = true;
}
} }
break; break;
case EventType.MouseDown: case EventType.MouseDown:
@ -211,8 +208,8 @@ namespace XNodeEditor {
if (e.button == 0) { if (e.button == 0) {
//Port drag release //Port drag release
if (IsDraggingPort) { if (IsDraggingPort) {
//If connection is valid, save it // If connection is valid, save it
if (draggedOutputTarget != null) { if (draggedOutputTarget != null && draggedOutput.CanConnectTo(draggedOutputTarget)) {
XNode.Node node = draggedOutputTarget.node; XNode.Node node = draggedOutputTarget.node;
if (graph.nodes.Count != 0) draggedOutput.Connect(draggedOutputTarget); if (graph.nodes.Count != 0) draggedOutput.Connect(draggedOutputTarget);
@ -224,8 +221,10 @@ namespace XNodeEditor {
EditorUtility.SetDirty(graph); EditorUtility.SetDirty(graph);
} }
} }
// Open context menu for auto-connection // Open context menu for auto-connection if there is no target node
else if (NodeEditorPreferences.GetSettings().dragToCreate && autoConnectOutput != null) { else if (draggedOutputTarget == null && NodeEditorPreferences.GetSettings().dragToCreate && autoConnectOutput != null) {
var menuPopupWindow = new MenuPopupWindow();
graphEditor.AddContextMenuItems(menuPopupWindow);
menuPopupWindow.onCloseAction = ReleaseDraggedConnection; menuPopupWindow.onCloseAction = ReleaseDraggedConnection;
menuPopupWindow.openBeforeMousePos = e.mousePosition; menuPopupWindow.openBeforeMousePos = e.mousePosition;
PopupWindow.Show(new Rect(Event.current.mousePosition, Vector2.zero),menuPopupWindow); 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. 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) { } else if (!IsHoveringNode) {
autoConnectOutput = null; autoConnectOutput = null;
var menuPopupWindow = new MenuPopupWindow();
graphEditor.AddContextMenuItems(menuPopupWindow);
menuPopupWindow.openBeforeMousePos = e.mousePosition; menuPopupWindow.openBeforeMousePos = e.mousePosition;
PopupWindow.Show(new Rect(Event.current.mousePosition, Vector2.zero),menuPopupWindow); PopupWindow.Show(new Rect(Event.current.mousePosition, Vector2.zero),menuPopupWindow);
} }
@ -452,6 +453,15 @@ namespace XNodeEditor {
for (int i = 0; i < nodes.Length; i++) { for (int i = 0; i < nodes.Length; i++) {
XNode.Node srcNode = nodes[i]; XNode.Node srcNode = nodes[i];
if (srcNode == null) continue; 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); XNode.Node newNode = graphEditor.CopyNode(srcNode);
substitutes.Add(srcNode, newNode); substitutes.Add(srcNode, newNode);
newNode.position = srcNode.position + offset; newNode.position = srcNode.position + offset;
@ -469,8 +479,8 @@ namespace XNodeEditor {
XNode.Node newNodeIn, newNodeOut; XNode.Node newNodeIn, newNodeOut;
if (substitutes.TryGetValue(inputPort.node, out newNodeIn) && substitutes.TryGetValue(outputPort.node, out newNodeOut)) { if (substitutes.TryGetValue(inputPort.node, out newNodeIn) && substitutes.TryGetValue(outputPort.node, out newNodeOut)) {
newNodeIn.UpdateStaticPorts(); newNodeIn.UpdatePorts();
newNodeOut.UpdateStaticPorts(); newNodeOut.UpdatePorts();
inputPort = newNodeIn.GetInputPort(inputPort.fieldName); inputPort = newNodeIn.GetInputPort(inputPort.fieldName);
outputPort = newNodeOut.GetOutputPort(outputPort.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); XNode.NodePort inputPort = node.Ports.FirstOrDefault(x => x.IsInput && x.ValueType == autoConnectOutput.ValueType);
// Fallback to input port // Fallback to input port
if (inputPort == null) inputPort = node.Ports.FirstOrDefault(x => x.IsInput); if (inputPort == null) inputPort = node.Ports.FirstOrDefault(x => x.IsInput);
// Autoconnect // Autoconnect if connection is compatible
if (inputPort != null) autoConnectOutput.Connect(inputPort); if (inputPort != null && inputPort.CanConnectTo(autoConnectOutput)) autoConnectOutput.Connect(inputPort);
// Save changes // Save changes
EditorUtility.SetDirty(graph); EditorUtility.SetDirty(graph);
@ -548,4 +558,4 @@ namespace XNodeEditor {
autoConnectOutput = null; autoConnectOutput = null;
} }
} }
} }

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@ -160,6 +160,7 @@ namespace XNodeEditor {
for (int i = 0; i < gridPoints.Count; ++i) for (int i = 0; i < gridPoints.Count; ++i)
gridPoints[i] = GridToWindowPosition(gridPoints[i]); gridPoints[i] = GridToWindowPosition(gridPoints[i]);
Color originalHandlesColor = Handles.color;
Handles.color = gradient.Evaluate(0f); Handles.color = gradient.Evaluate(0f);
int length = gridPoints.Count; int length = gridPoints.Count;
switch (path) { switch (path) {
@ -220,6 +221,7 @@ namespace XNodeEditor {
Vector2 prev_point = point_a; Vector2 prev_point = point_a;
// Approximately one segment per 5 pixels // Approximately one segment per 5 pixels
int segments = (int) Vector2.Distance(point_a, point_b) / 5; int segments = (int) Vector2.Distance(point_a, point_b) / 5;
segments = Math.Max(segments, 1);
int draw = 0; int draw = 0;
for (int j = 0; j <= segments; j++) { for (int j = 0; j <= segments; j++) {
@ -285,7 +287,44 @@ namespace XNodeEditor {
} }
} }
break; 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;
} }
/// <summary> Draws all connections </summary> /// <summary> Draws all connections </summary>

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@ -5,7 +5,7 @@ using UnityEngine;
using UnityEngine.Serialization; using UnityEngine.Serialization;
namespace XNodeEditor { namespace XNodeEditor {
public enum NoodlePath { Curvy, Straight, Angled } public enum NoodlePath { Curvy, Straight, Angled, ShaderLab }
public enum NoodleStroke { Full, Dashed } public enum NoodleStroke { Full, Dashed }
public static class NodeEditorPreferences { public static class NodeEditorPreferences {

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@ -74,8 +74,10 @@ namespace XNodeEditor {
Attribute attr; Attribute attr;
if (!typeTypes.TryGetValue(typeof(T), out attr)) { if (!typeTypes.TryGetValue(typeof(T), out attr)) {
if (GetAttrib<T>(classType, fieldName, out attribOut)) typeTypes.Add(typeof(T), attribOut); if (GetAttrib<T>(classType, fieldName, out attribOut)) {
else typeTypes.Add(typeof(T), null); typeTypes.Add(typeof(T), attribOut);
return true;
} else typeTypes.Add(typeof(T), null);
} }
if (attr == null) { if (attr == null) {
@ -261,4 +263,4 @@ namespace XNodeEditor {
} }
} }
} }
} }

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@ -117,7 +117,16 @@ namespace XNodeEditor {
{ {
current = this; current = this;
ValidateGraphEditor(); 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] [InitializeOnLoadMethod]
@ -137,7 +146,7 @@ namespace XNodeEditor {
/// <summary> Make sure the graph editor is assigned and to the right object </summary> /// <summary> Make sure the graph editor is assigned and to the right object </summary>
private void ValidateGraphEditor() { private void ValidateGraphEditor() {
NodeGraphEditor graphEditor = NodeGraphEditor.GetEditor(graph, this); NodeGraphEditor graphEditor = NodeGraphEditor.GetEditor(graph, this);
if (this.graphEditor != graphEditor) { if (this.graphEditor != graphEditor && graphEditor != null) {
this.graphEditor = graphEditor; this.graphEditor = graphEditor;
graphEditor.OnOpen(); graphEditor.OnOpen();
this.graphEditor.window.minSize = new Vector2(300,300); this.graphEditor.window.minSize = new Vector2(300,300);

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@ -1,4 +1,5 @@
using System; using System;
using System.Linq;
using UnityEditor; using UnityEditor;
using UnityEngine; using UnityEngine;
@ -16,6 +17,12 @@ namespace XNodeEditor {
/// <summary> Called when opened by NodeEditorWindow </summary> /// <summary> Called when opened by NodeEditorWindow </summary>
public virtual void OnOpen() { } public virtual void OnOpen() { }
/// <summary> Called when NodeEditorWindow gains focus </summary>
public virtual void OnWindowFocus() { }
/// <summary> Called when NodeEditorWindow loses focus </summary>
public virtual void OnWindowFocusLost() { }
public virtual Texture2D GetGridTexture() { public virtual Texture2D GetGridTexture() {
return NodeEditorPreferences.GetSettings().gridTexture; return NodeEditorPreferences.GetSettings().gridTexture;
} }
@ -39,23 +46,46 @@ namespace XNodeEditor {
return NodeEditorUtilities.NodeDefaultPath(type); return NodeEditorUtilities.NodeDefaultPath(type);
} }
/// <summary> The order by which the menu items are displayed. </summary>
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;
}
/// <summary> Add items for the context menu when right-clicking this node. Override to add custom menu items. </summary> /// <summary> Add items for the context menu when right-clicking this node. Override to add custom menu items. </summary>
public virtual void AddContextMenuItems(MenuPopupWindow menu) { public virtual void AddContextMenuItems(MenuPopupWindow menu) {
Vector2 pos = NodeEditorWindow.current.WindowToGridPosition(Event.current.mousePosition); Vector2 pos = NodeEditorWindow.current.WindowToGridPosition(Event.current.mousePosition);
for (int i = 0; i < NodeEditorReflection.nodeTypes.Length; i++) { var nodeTypes = NodeEditorReflection.nodeTypes.OrderBy(type => GetNodeMenuOrder(type)).ToArray();
Type type = NodeEditorReflection.nodeTypes[i]; for (int i = 0; i < nodeTypes.Length; i++) {
Type type = nodeTypes[i];
//Get node context menu path //Get node context menu path
string path = GetNodeMenuName(type); string path = GetNodeMenuName(type);
if (string.IsNullOrEmpty(path)) continue; if (string.IsNullOrEmpty(path)) continue;
menu.AddItem(path, () => {
pos = NodeEditorWindow.current.WindowToGridPosition(menu.openBeforeMousePos); // Check if user is allowed to add more of given node type
XNode.Node node = CreateNode(type, pos); XNode.Node.DisallowMultipleNodesAttribute disallowAttrib;
NodeEditorWindow.current.AutoConnect(node); 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", () => menu.AddItem("Paste", () =>
{ {
pos = NodeEditorWindow.current.WindowToGridPosition(menu.openBeforeMousePos); pos = NodeEditorWindow.current.WindowToGridPosition(menu.openBeforeMousePos);
@ -63,16 +93,16 @@ namespace XNodeEditor {
}); });
menu.AddItem("Preferences", () => NodeEditorReflection.OpenPreferences()); menu.AddItem("Preferences", () => NodeEditorReflection.OpenPreferences());
menu.AddItem("Create All Node ---> Test use", () => menu.AddItem("Create All Node ---> Test use", () =>
{ {
if (!EditorUtility.DisplayDialog("warning","Are you sure you want to create all the nodes?","ok","no")) if (!EditorUtility.DisplayDialog("warning","Are you sure you want to create all the nodes?","ok","no"))
{ {
return; return;
} }
pos = NodeEditorWindow.current.WindowToGridPosition(menu.openBeforeMousePos); pos = NodeEditorWindow.current.WindowToGridPosition(menu.openBeforeMousePos);
for (int i = 0; i < NodeEditorReflection.nodeTypes.Length; i++) for (int i = 0; i < NodeEditorReflection.nodeTypes.Length; i++)
{ {
Type type = NodeEditorReflection.nodeTypes[i]; Type type = NodeEditorReflection.nodeTypes[i];
@ -162,7 +192,7 @@ namespace XNodeEditor {
/// <summary> Deal with objects dropped into the graph through DragAndDrop </summary> /// <summary> Deal with objects dropped into the graph through DragAndDrop </summary>
public virtual void OnDropObjects(UnityEngine.Object[] objects) { 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());
} }
/// <summary> Create a node and save it in the graph asset </summary> /// <summary> Create a node and save it in the graph asset </summary>
@ -172,14 +202,14 @@ namespace XNodeEditor {
Undo.RegisterCreatedObjectUndo(node, "Create Node"); Undo.RegisterCreatedObjectUndo(node, "Create Node");
node.position = position; node.position = position;
if (node.name == null || node.name.Trim() == "") node.name = NodeEditorUtilities.NodeDefaultName(type); 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(); if (NodeEditorPreferences.GetSettings().autoSave) AssetDatabase.SaveAssets();
NodeEditorWindow.RepaintAll(); NodeEditorWindow.RepaintAll();
return node; return node;
} }
/// <summary> Creates a copy of the original node in the graph </summary> /// <summary> Creates a copy of the original node in the graph </summary>
public XNode.Node CopyNode(XNode.Node original) { public virtual XNode.Node CopyNode(XNode.Node original) {
Undo.RecordObject(target, "Duplicate Node"); Undo.RecordObject(target, "Duplicate Node");
XNode.Node node = target.CopyNode(original); XNode.Node node = target.CopyNode(original);
Undo.RegisterCreatedObjectUndo(node, "Duplicate Node"); Undo.RegisterCreatedObjectUndo(node, "Duplicate Node");
@ -189,8 +219,25 @@ namespace XNodeEditor {
return node; return node;
} }
/// <summary> Return false for nodes that can't be removed </summary>
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;
}
/// <summary> Safely remove a node and all its connections. </summary> /// <summary> Safely remove a node and all its connections. </summary>
public virtual void RemoveNode(XNode.Node node) { public virtual void RemoveNode(XNode.Node node) {
if (!CanRemove(node)) return;
// Remove the node
Undo.RecordObject(node, "Delete Node"); Undo.RecordObject(node, "Delete Node");
Undo.RecordObject(target, "Delete Node"); Undo.RecordObject(target, "Delete Node");
foreach (var port in node.Ports) foreach (var port in node.Ports)
@ -219,4 +266,4 @@ namespace XNodeEditor {
} }
} }
} }
} }

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@ -0,0 +1,45 @@
using System;
using System.IO;
using System.Linq;
using UnityEditor;
using UnityEditor.Experimental.AssetImporters;
using UnityEngine;
using XNode;
namespace XNodeEditor {
/// <summary> Deals with modified assets </summary>
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<NodeGraph>(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);
}
}
}
}

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@ -0,0 +1,11 @@
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MonoImporter:
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serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
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@ -1,9 +1,11 @@
using UnityEditor; using UnityEditor;
using UnityEngine; using UnityEngine;
namespace XNodeEditor { namespace XNodeEditor {
/// <summary> Utility for renaming assets </summary> /// <summary> Utility for renaming assets </summary>
public class RenamePopup : EditorWindow { public class RenamePopup : EditorWindow {
private const string inputControlName = "nameInput";
public static RenamePopup current { get; private set; } public static RenamePopup current { get; private set; }
public Object target; public Object target;
public string input; public string input;
@ -19,7 +21,6 @@ namespace XNodeEditor {
window.input = target.name; window.input = target.name;
window.minSize = new Vector2(100, 44); window.minSize = new Vector2(100, 44);
window.position = new Rect(0, 0, width, 44); window.position = new Rect(0, 0, width, 44);
GUI.FocusControl("ClearAllFocus");
window.UpdatePositionToMouse(); window.UpdatePositionToMouse();
return window; return window;
} }
@ -43,26 +44,40 @@ namespace XNodeEditor {
UpdatePositionToMouse(); UpdatePositionToMouse();
firstFrame = false; firstFrame = false;
} }
GUI.SetNextControlName(inputControlName);
input = EditorGUILayout.TextField(input); input = EditorGUILayout.TextField(input);
EditorGUI.FocusTextInControl(inputControlName);
Event e = Event.current; Event e = Event.current;
// If input is empty, revert name to default instead // If input is empty, revert name to default instead
if (input == null || input.Trim() == "") { if (input == null || input.Trim() == "") {
if (GUILayout.Button("Revert to default") || (e.isKey && e.keyCode == KeyCode.Return)) { if (GUILayout.Button("Revert to default") || (e.isKey && e.keyCode == KeyCode.Return)) {
target.name = NodeEditorUtilities.NodeDefaultName(target.GetType()); 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)); AssetDatabase.ImportAsset(AssetDatabase.GetAssetPath(target));
Close(); Close();
target.TriggerOnValidate(); target.TriggerOnValidate();
} }
} }
// Rename asset to input text // Rename asset to input text
else { else {
if (GUILayout.Button("Apply") || (e.isKey && e.keyCode == KeyCode.Return)) { if (GUILayout.Button("Apply") || (e.isKey && e.keyCode == KeyCode.Return)) {
target.name = input; 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)); AssetDatabase.ImportAsset(AssetDatabase.GetAssetPath(target));
Close(); Close();
target.TriggerOnValidate(); target.TriggerOnValidate();
} }
} }
if (e.isKey && e.keyCode == KeyCode.Escape) {
Close();
}
}
private void OnDestroy() {
EditorGUIUtility.editingTextField = false;
} }
} }
} }

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@ -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";
}
}
}

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@ -0,0 +1,11 @@
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@ -66,7 +66,7 @@ namespace XNode {
[Obsolete("Use AddDynamicInput instead")] [Obsolete("Use AddDynamicInput instead")]
public NodePort AddInstanceInput(Type type, Node.ConnectionType connectionType = Node.ConnectionType.Multiple, Node.TypeConstraint typeConstraint = TypeConstraint.None, string fieldName = null) { 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")] [Obsolete("Use AddDynamicOutput instead")]
@ -126,12 +126,12 @@ namespace XNode {
protected void OnEnable() { protected void OnEnable() {
if (graphHotfix != null) graph = graphHotfix; if (graphHotfix != null) graph = graphHotfix;
graphHotfix = null; graphHotfix = null;
UpdateStaticPorts(); UpdatePorts();
Init(); Init();
} }
/// <summary> Update static ports to reflect class fields. This happens automatically on enable. </summary> /// <summary> 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. </summary>
public void UpdateStaticPorts() { public void UpdatePorts() {
NodeDataCache.UpdatePorts(this, ports); NodeDataCache.UpdatePorts(this, ports);
} }
@ -271,7 +271,7 @@ namespace XNode {
#region Attributes #region Attributes
/// <summary> Mark a serializable field as an input port. You can access this through <see cref="GetInputPort(string)"/> </summary> /// <summary> Mark a serializable field as an input port. You can access this through <see cref="GetInputPort(string)"/> </summary>
[AttributeUsage(AttributeTargets.Field, AllowMultiple = true)] [AttributeUsage(AttributeTargets.Field)]
public class InputAttribute : Attribute { public class InputAttribute : Attribute {
public ShowBackingValue backingValue; public ShowBackingValue backingValue;
public ConnectionType connectionType; public ConnectionType connectionType;
@ -297,7 +297,7 @@ namespace XNode {
} }
/// <summary> Mark a serializable field as an output port. You can access this through <see cref="GetOutputPort(string)"/> </summary> /// <summary> Mark a serializable field as an output port. You can access this through <see cref="GetOutputPort(string)"/> </summary>
[AttributeUsage(AttributeTargets.Field, AllowMultiple = true)] [AttributeUsage(AttributeTargets.Field)]
public class OutputAttribute : Attribute { public class OutputAttribute : Attribute {
public ShowBackingValue backingValue; public ShowBackingValue backingValue;
public ConnectionType connectionType; public ConnectionType connectionType;
@ -326,16 +326,41 @@ namespace XNode {
public OutputAttribute(ShowBackingValue backingValue, ConnectionType connectionType, bool dynamicPortList) : this(backingValue, connectionType, TypeConstraint.None, dynamicPortList) { } public OutputAttribute(ShowBackingValue backingValue, ConnectionType connectionType, bool dynamicPortList) : this(backingValue, connectionType, TypeConstraint.None, dynamicPortList) { }
} }
/// <summary> Manually supply node class with a context menu path </summary>
[AttributeUsage(AttributeTargets.Class, AllowMultiple = false)] [AttributeUsage(AttributeTargets.Class, AllowMultiple = false)]
public class CreateNodeMenuAttribute : Attribute { public class CreateNodeMenuAttribute : Attribute {
public string menuName; public string menuName;
public int order;
/// <summary> Manually supply node class with a context menu path </summary> /// <summary> Manually supply node class with a context menu path </summary>
/// <param name="menuName"> Path to this node in the context menu. Null or empty hides it. </param> /// <param name="menuName"> Path to this node in the context menu. Null or empty hides it. </param>
public CreateNodeMenuAttribute(string menuName) { public CreateNodeMenuAttribute(string menuName) {
this.menuName = menuName; this.menuName = menuName;
this.order = 0;
}
/// <summary> Manually supply node class with a context menu path </summary>
/// <param name="menuName"> Path to this node in the context menu. Null or empty hides it. </param>
/// <param name="order"> The order by which the menu items are displayed. </param>
public CreateNodeMenuAttribute(string menuName, int order) {
this.menuName = menuName;
this.order = order;
} }
} }
/// <summary> Prevents Node of the same type to be added more than once (configurable) to a NodeGraph </summary>
[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;
/// <summary> Prevents Node of the same type to be added more than once (configurable) to a NodeGraph </summary>
/// <param name="max"> How many nodes to allow. Defaults to 1. </param>
public DisallowMultipleNodesAttribute(int max = 1) {
this.max = max;
}
}
/// <summary> Specify a color for this node type </summary>
[AttributeUsage(AttributeTargets.Class, AllowMultiple = false)] [AttributeUsage(AttributeTargets.Class, AllowMultiple = false)]
public class NodeTintAttribute : Attribute { public class NodeTintAttribute : Attribute {
public Color color; public Color color;
@ -362,6 +387,7 @@ namespace XNode {
} }
} }
/// <summary> Specify a width for this node type </summary>
[AttributeUsage(AttributeTargets.Class, AllowMultiple = false)] [AttributeUsage(AttributeTargets.Class, AllowMultiple = false)]
public class NodeWidthAttribute : Attribute { public class NodeWidthAttribute : Attribute {
public int width; public int width;

View File

@ -9,7 +9,7 @@ namespace XNode {
private static PortDataCache portDataCache; private static PortDataCache portDataCache;
private static bool Initialized { get { return portDataCache != null; } } private static bool Initialized { get { return portDataCache != null; } }
/// <summary> Update static ports to reflect class fields. </summary> /// <summary> Update static ports and dynamic ports managed by DynamicPortLists to reflect class fields. </summary>
public static void UpdatePorts(Node node, Dictionary<string, NodePort> ports) { public static void UpdatePorts(Node node, Dictionary<string, NodePort> ports) {
if (!Initialized) BuildCache(); if (!Initialized) BuildCache();
@ -17,6 +17,8 @@ namespace XNode {
Dictionary<string, List<NodePort>> removedPorts = new Dictionary<string, List<NodePort>>(); Dictionary<string, List<NodePort>> removedPorts = new Dictionary<string, List<NodePort>>();
System.Type nodeType = node.GetType(); System.Type nodeType = node.GetType();
List<NodePort> dynamicListPorts = new List<NodePort>();
List<NodePort> typePortCache; List<NodePort> typePortCache;
if (portDataCache.TryGetValue(nodeType, out typePortCache)) { if (portDataCache.TryGetValue(nodeType, out typePortCache)) {
for (int i = 0; i < typePortCache.Count; i++) { 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 // 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 // Loop through current node ports
foreach (NodePort port in ports.Values.ToList()) { foreach (NodePort port in ports.Values.ToList()) {
// If port still exists, check it it has been changed // If port still exists, check it it has been changed
@ -47,6 +50,10 @@ namespace XNode {
port.ClearConnections(); port.ClearConnections();
ports.Remove(port.fieldName); 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 // Add missing ports
foreach (NodePort staticPort in staticPorts.Values) { foreach (NodePort staticPort in staticPorts.Values) {
@ -64,6 +71,55 @@ namespace XNode {
ports.Add(staticPort.fieldName, port); 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;
}
}
/// <summary>
/// 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.
/// </summary>
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;
}
/// <summary>Returns true if the given port is in a dynamic port list.</summary>
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;
});
} }
/// <summary> Cache node types </summary> /// <summary> Cache node types </summary>
@ -85,6 +141,7 @@ namespace XNode {
case "UnityEngine": case "UnityEngine":
case "System": case "System":
case "mscorlib": case "mscorlib":
case "Microsoft":
continue; continue;
default: default:
nodeTypes.AddRange(assembly.GetTypes().Where(t => !t.IsAbstract && baseType.IsAssignableFrom(t)).ToArray()); 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 // GetFields doesnt return inherited private fields, so walk through base types and pick those up
System.Type tempType = nodeType; System.Type tempType = nodeType;
while ((tempType = tempType.BaseType) != typeof(XNode.Node)) while ((tempType = tempType.BaseType) != typeof(XNode.Node))
{ {
// Only return private, protected, etc. // Only return private, protected, etc.
var fieldInfos = tempType.GetFields(BindingFlags.NonPublic | BindingFlags.Instance).Where(x=>x.IsPrivate); var fieldInfos = tempType.GetFields(BindingFlags.NonPublic | BindingFlags.Instance).Where(x=>x.IsPrivate).ToArray();
fieldInfo.AddRange(fieldInfos); for (int i = 0; i < fieldInfos.Length; i++) {
} // Ensure that we do not already have a member with this type and name
return fieldInfo; FieldInfo parentField = fieldInfos[i];
if (fieldInfo.TrueForAll(x => x.Name != parentField.Name)) {
fieldInfo.Add(parentField);
}
}
}
return fieldInfo;
} }
private static void CachePorts(System.Type nodeType) { private static void CachePorts(System.Type nodeType) {

View File

@ -81,5 +81,44 @@ namespace XNode {
// Remove all nodes prior to graph destruction // Remove all nodes prior to graph destruction
Clear(); Clear();
} }
#region Attributes
/// <summary> Automatically ensures the existance of a certain node type, and prevents it from being deleted. </summary>
[AttributeUsage(AttributeTargets.Class, AllowMultiple = true)]
public class RequireNodeAttribute : Attribute {
public Type type0;
public Type type1;
public Type type2;
/// <summary> Automatically ensures the existance of a certain node type, and prevents it from being deleted </summary>
public RequireNodeAttribute(Type type) {
this.type0 = type;
this.type1 = null;
this.type2 = null;
}
/// <summary> Automatically ensures the existance of a certain node type, and prevents it from being deleted </summary>
public RequireNodeAttribute(Type type, Type type2) {
this.type0 = type;
this.type1 = type2;
this.type2 = null;
}
/// <summary> Automatically ensures the existance of a certain node type, and prevents it from being deleted </summary>
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
} }
} }

View File

@ -19,9 +19,18 @@ namespace XNode {
} }
} }
public IO direction { get { return _direction; } } public IO direction {
public Node.ConnectionType connectionType { get { return _connectionType; } } get { return _direction; }
public Node.TypeConstraint typeConstraint { get { return _typeConstraint; } } 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; }
}
/// <summary> Is this port connected to anytihng? </summary> /// <summary> Is this port connected to anytihng? </summary>
public bool IsConnected { get { return connections.Count != 0; } } public bool IsConnected { get { return connections.Count != 0; } }

23
Scripts/SceneGraph.cs Normal file
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@ -0,0 +1,23 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using XNode;
namespace XNode {
/// <summary> Lets you instantiate a node graph in the scene. This allows you to reference in-scene objects. </summary>
public class SceneGraph : MonoBehaviour {
public NodeGraph graph;
}
/// <summary> Derive from this class to create a SceneGraph with a specific graph type. </summary>
/// <example>
/// <code>
/// public class MySceneGraph : SceneGraph<MyGraph> {
///
/// }
/// </code>
/// </example>
public class SceneGraph<T> : SceneGraph where T : NodeGraph {
public new T graph { get { return base.graph as T; } set { base.graph = value; } }
}
}

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