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mirror of https://github.com/Siccity/xNode.git synced 2025-12-20 09:16:01 +08:00
This commit is contained in:
Thor Brigsted 2019-05-31 01:15:19 +02:00
parent b8c08a8eb1
commit 8424118184
9 changed files with 158 additions and 30 deletions

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using UnityEditor;
using UnityEngine;
namespace XNodeEditor {
/// <summary>
/// Workaround since c# doesn't support nested interfaces.
///
/// Used with INodeEditor and INodeGraphEditor.
/// </summary>
public interface ICustomEditor<T> {
T Target { get; }
SerializedObject SerializedObject { get; }
}
}

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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
using XNode;
namespace XNodeEditor {
public interface INodeGraphEditor {
INodeGraph target { get; }
void OnGUI();
void OnOpen();
Texture2D GetGridTexture();
Texture2D GetSecondaryGridTexture();
/// <summary> Return default settings for this graph type. This is the settings the user will load if no previous settings have been saved. </summary>
NodeEditorPreferences.Settings GetDefaultPreferences();
/// <summary> Returns context node menu path. Null or empty strings for hidden nodes. </summary>
string GetNodeMenuName(Type type);
/// <summary> Add items for the context menu when right-clicking this node. Override to add custom menu items. </summary>
void AddContextMenuItems(GenericMenu menu);
Color GetPortColor(XNode.NodePort port);
Color GetTypeColor(Type type);
/// <summary> Create a node and save it in the graph asset </summary>
XNode.INode CreateNode(Type type, Vector2 position);
/// <summary> Creates a copy of the original node in the graph </summary>
XNode.INode CopyNode(XNode.INode original);
/// <summary> Safely remove a node and all its connections. </summary>
void RemoveNode(XNode.INode node);
}
[AttributeUsage(AttributeTargets.Class)]
public class CustomNodeGraphEditorAttribute : Attribute,
XNodeEditor.Internal.INodeEditorAttrib {
private Type inspectedType;
public string editorPrefsKey;
/// <summary> Tells a NodeGraphEditor which Graph type it is an editor for </summary>
/// <param name="inspectedType">Type that this editor can edit</param>
/// <param name="editorPrefsKey">Define unique key for unique layout settings instance</param>
public CustomNodeGraphEditorAttribute(Type inspectedType, string editorPrefsKey = "xNode.Settings") {
this.inspectedType = inspectedType;
this.editorPrefsKey = editorPrefsKey;
}
public Type GetInspectedType() {
return inspectedType;
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class INodeGraphEditor : MonoBehaviour {
// Use this for initialization
void Start () {
}
// Update is called once per frame
void Update () {
}
}

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@ -9,13 +9,13 @@ namespace XNodeEditor.Internal {
/// <summary> Handles caching of custom editor classes and their target types. Accessible with GetEditor(Type type) </summary>
/// <typeparam name="T">Editor Type. Should be the type of the deriving script itself (eg. NodeEditor) </typeparam>
/// <typeparam name="A">Attribute Type. The attribute used to connect with the runtime type (eg. CustomNodeEditorAttribute) </typeparam>
/// <typeparam name="K">Runtime Type. The Object this can be an editor for (eg. Node) </typeparam>
public abstract class NodeEditorBase<T, A, K> : Editor where A : Attribute, INodeEditorAttrib where T : NodeEditorBase<T, A, K> where K : UnityEngine.Object {
/// <typeparam name="K">Runtime Type. The Object this can be an editor for (eg. INode ) </typeparam>
public abstract class NodeEditorBase<T, A, K> : Editor where T : NodeEditorBase<T, A, K>, ICustomEditor<K> where A : Attribute, INodeEditorAttrib where K : class {
/// <summary> Custom editors defined with [CustomNodeEditor] </summary>
private static Dictionary<Type, Type> editorTypes;
private static Dictionary<K, T> editors = new Dictionary<K, T>();
public NodeEditorWindow window;
public new K target { get { return _target == base.target ? _target : _target = (K) base.target; } set { base.target = value; } }
public new K target { get { return _target as UnityEngine.Object == base.target ? _target : _target = base.target as K; } set { base.target = value as UnityEngine.Object; } }
private K _target;
public static T GetEditor<Q>(Q target, NodeEditorWindow window) where Q : class {

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@ -3,13 +3,21 @@ using System.Collections.Generic;
using System.Linq;
using UnityEditor;
using UnityEngine;
using XNode;
namespace XNodeEditor {
/// <summary> Base class to derive custom Node Graph editors from. Use this to override how graphs are drawn in the editor. </summary>
/// <summary> Base class to derive custom NodeGraph editors from. Use this to override how graphs are drawn in the editor. </summary>
[CustomNodeGraphEditor(typeof(XNode.NodeGraph))]
public class NodeGraphEditor : XNodeEditor.Internal.NodeEditorBase<NodeGraphEditor, NodeGraphEditor.CustomNodeGraphEditorAttribute, XNode.NodeGraph> {
public class NodeGraphEditor : XNodeEditor.Internal.NodeEditorBase<NodeGraphEditor, NodeGraphEditor.CustomNodeGraphEditorAttribute, XNode.INodeGraph>, ICustomEditor<XNode.INodeGraph>, INodeGraphEditor {
INodeGraph INodeGraphEditor.target { get { return base.target; } }
[Obsolete("Use window.position instead")]
public Rect position { get { return window.position; } set { window.position = value; } }
INodeGraph ICustomEditor<INodeGraph>.Target { get { return target as INodeGraph; } }
SerializedObject ICustomEditor<INodeGraph>.SerializedObject { get { return serializedObject; } }
/// <summary> Are we currently renaming a node? </summary>
protected bool isRenaming;
@ -69,47 +77,48 @@ namespace XNodeEditor {
}
/// <summary> Create a node and save it in the graph asset </summary>
public virtual void CreateNode(Type type, Vector2 position) {
XNode.Node node = target.AddNode(type);
node.position = position;
if (string.IsNullOrEmpty(node.name)) node.name = UnityEditor.ObjectNames.NicifyVariableName(type.Name);
AssetDatabase.AddObjectToAsset(node, target);
public virtual XNode.INode CreateNode(Type type, Vector2 position) {
XNode.INode node = ((INodeGraph) target).AddNode(type);
node.Position = position;
if (string.IsNullOrEmpty(node.Name)) node.Name = UnityEditor.ObjectNames.NicifyVariableName(type.Name);
if (node is ScriptableObject) AssetDatabase.AddObjectToAsset(node as ScriptableObject, target);
if (NodeEditorPreferences.GetSettings().autoSave) AssetDatabase.SaveAssets();
NodeEditorWindow.RepaintAll();
return node;
}
/// <summary> Creates a copy of the original node in the graph </summary>
public XNode.INode CopyNode(XNode.Node original) {
XNode.Node node = target.CopyNode( original);
node.name = original.name;
AssetDatabase.AddObjectToAsset(node, target);
public virtual XNode.INode CopyNode(XNode.INode original) {
XNode.INode node = ((INodeGraph) target).CopyNode(original);
node.Name = original.Name;
if (node is ScriptableObject) AssetDatabase.AddObjectToAsset(node as ScriptableObject, target);
if (NodeEditorPreferences.GetSettings().autoSave) AssetDatabase.SaveAssets();
return node;
}
/// <summary> Safely remove a node and all its connections. </summary>
public void RemoveNode(XNode.Node node) {
UnityEngine.Object.DestroyImmediate(node, true);
target.RemoveNode(node);
public void RemoveNode(XNode.INode node) {
UnityEngine.Object.DestroyImmediate(node as UnityEngine.Object, true);
((INodeGraph) target).RemoveNode(node);
if (NodeEditorPreferences.GetSettings().autoSave) AssetDatabase.SaveAssets();
}
[AttributeUsage(AttributeTargets.Class)]
public class CustomNodeGraphEditorAttribute : Attribute,
XNodeEditor.Internal.INodeEditorAttrib {
private Type inspectedType;
public string editorPrefsKey;
/// <summary> Tells a NodeGraphEditor which Graph type it is an editor for </summary>
/// <param name="inspectedType">Type that this editor can edit</param>
/// <param name="editorPrefsKey">Define unique key for unique layout settings instance</param>
public CustomNodeGraphEditorAttribute(Type inspectedType, string editorPrefsKey = "xNode.Settings") {
this.inspectedType = inspectedType;
this.editorPrefsKey = editorPrefsKey;
}
XNodeEditor.Internal.INodeEditorAttrib {
private Type inspectedType;
public string editorPrefsKey;
/// <summary> Tells a NodeGraphEditor which Graph type it is an editor for </summary>
/// <param name="inspectedType">Type that this editor can edit</param>
/// <param name="editorPrefsKey">Define unique key for unique layout settings instance</param>
public CustomNodeGraphEditorAttribute(Type inspectedType, string editorPrefsKey = "xNode.Settings") {
this.inspectedType = inspectedType;
this.editorPrefsKey = editorPrefsKey;
}
public Type GetInspectedType() {
return inspectedType;
public Type GetInspectedType() {
return inspectedType;
}
}
}
}
}