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mirror of https://github.com/Siccity/xNode.git synced 2025-12-20 09:16:01 +08:00

Bugfix: Calling base.OnBodyGUI after drawing ports would make noodles disappear

This commit is contained in:
Thor Brigsted 2019-05-09 00:02:58 +02:00
parent d7f5bd2a1a
commit 91151b327a
3 changed files with 6 additions and 11 deletions

View File

@ -12,7 +12,7 @@ namespace XNodeEditor {
/// <summary> Fires every whenever a node was modified through the editor </summary>
public static Action<XNode.Node> onUpdateNode;
public static Dictionary<XNode.NodePort, Vector2> portPositions;
public readonly static Dictionary<XNode.NodePort, Vector2> portPositions = new Dictionary<XNode.NodePort, Vector2>();
public virtual void OnHeaderGUI() {
GUILayout.Label(target.name, NodeEditorResources.styles.nodeHeader, GUILayout.Height(30));
@ -25,7 +25,6 @@ namespace XNodeEditor {
// serializedObject.ApplyModifiedProperties(); goes at the end.
serializedObject.Update();
string[] excludes = { "m_Script", "graph", "position", "ports" };
portPositions = new Dictionary<XNode.NodePort, Vector2>();
// Iterate through serialized properties and draw them like the Inspector (But with ports)
SerializedProperty iterator = serializedObject.GetIterator();

View File

@ -301,7 +301,7 @@ namespace XNodeEditor {
NodeEditor nodeEditor = NodeEditor.GetEditor(node, this);
NodeEditor.portPositions = new Dictionary<XNode.NodePort, Vector2>();
NodeEditor.portPositions.Clear();
//Get node position
Vector2 nodePos = GridToWindowPositionNoClipped(node.position);
@ -351,8 +351,7 @@ namespace XNodeEditor {
Vector2 portHandlePos = kvp.Value;
portHandlePos += node.position;
Rect rect = new Rect(portHandlePos.x - 8, portHandlePos.y - 8, 16, 16);
if (portConnectionPoints.ContainsKey(kvp.Key)) portConnectionPoints[kvp.Key] = rect;
else portConnectionPoints.Add(kvp.Key, rect);
portConnectionPoints[kvp.Key] = rect;
}
}

View File

@ -147,8 +147,7 @@ namespace XNodeEditor {
// Register the handle position
Vector2 portPos = rect.center;
if (NodeEditor.portPositions.ContainsKey(port)) NodeEditor.portPositions[port] = portPos;
else NodeEditor.portPositions.Add(port, portPos);
NodeEditor.portPositions[port] = portPos;
}
}
@ -204,8 +203,7 @@ namespace XNodeEditor {
// Register the handle position
Vector2 portPos = rect.center;
if (NodeEditor.portPositions.ContainsKey(port)) NodeEditor.portPositions[port] = portPos;
else NodeEditor.portPositions.Add(port, portPos);
NodeEditor.portPositions[port] = portPos;
}
/// <summary> Add a port field to previous layout element. </summary>
@ -233,8 +231,7 @@ namespace XNodeEditor {
// Register the handle position
Vector2 portPos = rect.center;
if (NodeEditor.portPositions.ContainsKey(port)) NodeEditor.portPositions[port] = portPos;
else NodeEditor.portPositions.Add(port, portPos);
NodeEditor.portPositions[port] = portPos;
}
/// <summary> Draws an input and an output port on the same line </summary>