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Added LogicToy example

This commit is contained in:
Thor Brigsted 2019-09-24 00:49:00 +02:00
parent 49e29a9f3e
commit 9130237e3a
18 changed files with 489 additions and 0 deletions

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using System.Collections.Generic;
using System.Linq;
using UnityEditor;
using UnityEngine;
using XNode;
using XNode.Examples.LogicToy;
namespace XNodeEditor.Examples.LogicToy {
[CustomNodeGraphEditor(typeof(LogicGraph))]
public class LogicGraphEditor : NodeGraphEditor {
private class NoodleTimer {
public NodePort output, input;
public double lastOnTime;
}
/// <summary>
/// Overriding GetNodeMenuName lets you control if and how nodes are categorized.
/// In this example we are sorting out all node types that are not in the XNode.Examples namespace.
/// </summary>
public override string GetNodeMenuName(System.Type type) {
if (type.Namespace == "XNode.Examples.LogicToy") {
return base.GetNodeMenuName(type).Replace("X Node/Examples/Logic Toy/", "");
} else return null;
}
public override void OnGUI() {
// Repaint each frame
window.Repaint();
}
public override Color GetNoodleColor(NodePort output, NodePort input) {
LogicNode node = output.node as LogicNode;
LogicNodeEditor nodeEditor = NodeEditor.GetEditor(node, window) as LogicNodeEditor;
Color baseColor = base.GetNoodleColor(output, input);
float t = (float) (EditorApplication.timeSinceStartup - nodeEditor.lastOnTime);
t *= 2f;
return Color.Lerp(Color.yellow, baseColor, t);
}
}
}

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using UnityEditor;
using UnityEngine;
using XNode.Examples.LogicToy;
namespace XNodeEditor.Examples.LogicToy {
[CustomNodeEditor(typeof(LogicNode))]
public class LogicNodeEditor : NodeEditor {
private LogicNode node;
public double lastOnTime;
public override void OnHeaderGUI() {
// Initialization
if (node == null) {
node = target as LogicNode;
}
base.OnHeaderGUI();
Rect dotRect = GUILayoutUtility.GetLastRect();
dotRect.size = new Vector2(16, 16);
dotRect.y += 6;
if (node.on) {
GUI.color = Color.green;
lastOnTime = EditorApplication.timeSinceStartup;
} else {
float t = (float) (EditorApplication.timeSinceStartup - lastOnTime);
t *= 2f;
if (t < 1) {
GUI.color = Color.Lerp(Color.green, Color.red, t);
} else GUI.color = Color.red;
}
GUI.DrawTexture(dotRect, NodeEditorResources.dot);
GUI.color = Color.white;
}
}
}

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using UnityEditor;
using UnityEngine;
using XNode.Examples.LogicToy;
namespace XNodeEditor.Examples.LogicToy {
[CustomNodeEditor(typeof(PulseNode))]
public class PulseNodeEditor : LogicNodeEditor {
private PulseNode node;
public override void OnBodyGUI() {
// Initialization
if (node == null) {
node = target as PulseNode;
lastOnTime = EditorApplication.timeSinceStartup;
}
// Timer
if (EditorApplication.timeSinceStartup - lastOnTime > node.interval) {
lastOnTime = EditorApplication.timeSinceStartup;
node.FirePulse();
}
// Basic GUI
base.OnBodyGUI();
}
}
}

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using UnityEngine;
namespace XNode.Examples.LogicToy {
[CreateAssetMenu(fileName = "New LogicToy Graph", menuName = "xNode Examples/LogicToy Graph")]
public class LogicGraph : NodeGraph { }
}

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namespace XNode.Examples.LogicToy {
/// <summary> Base node for the LogicToy system </summary>
public abstract class LogicNode : Node {
public abstract bool on { get; }
protected abstract void OnTrigger();
public void SendPulse(NodePort port) {
// Loop through port connections
int connectionCount = port.ConnectionCount;
for (int i = 0; i < connectionCount; i++) {
NodePort connectedPort = port.GetConnection(i);
// Get connected ports logic node
LogicNode logicNode = connectedPort.node as LogicNode;
// Trigger it
if (logicNode != null) logicNode.OnTrigger();
}
}
}
}

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namespace XNode.Examples.LogicToy {
[NodeWidth(140)]
public class PulseNode : LogicNode {
public float interval = 1f;
[Output] public LogicNode output;
public override bool on { get { return false; } }
/// <summary> Called from editor </summary>
public void FirePulse() {
SendPulse(GetPort("output"));
}
/// <summary> This node has no inputs, so this does nothing </summary>
protected override void OnTrigger() { }
}
}

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using UnityEngine;
namespace XNode.Examples.LogicToy {
[NodeWidth(140)]
public class ToggleNode : LogicNode {
private bool _on;
[Input] public LogicNode input;
[Output] public LogicNode output;
public override bool on { get { return _on; } }
/// <summary> This node has no inputs, so this does nothing </summary>
protected override void OnTrigger() {
_on = !_on;
if (on) SendPulse(GetPort("output"));
}
}
}

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