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Added NodeHeaderAttribute
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@ -1,71 +0,0 @@
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEditor;
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using UnityEngine;
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using XNode;
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using XNodeEditor;
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namespace XNodeEditor {
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[CustomPropertyDrawer(typeof(NodeEnumAttribute))]
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public class NodeEnumDrawer : PropertyDrawer {
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public override void OnGUI(Rect position, SerializedProperty property, GUIContent label) {
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EditorGUI.BeginProperty(position, label, property);
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EnumPopup(position, property, label);
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EditorGUI.EndProperty();
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}
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public static void EnumPopup(Rect position, SerializedProperty property, GUIContent label) {
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// Throw error on wrong type
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if (property.propertyType != SerializedPropertyType.Enum) {
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throw new ArgumentException("Parameter selected must be of type System.Enum");
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}
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// Add label
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position = EditorGUI.PrefixLabel(position, GUIUtility.GetControlID(FocusType.Passive), label);
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// Get current enum name
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string enumName = "";
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if (property.enumValueIndex >= 0 && property.enumValueIndex < property.enumDisplayNames.Length) enumName = property.enumDisplayNames[property.enumValueIndex];
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#if UNITY_2017_1_OR_NEWER
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// Display dropdown
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if (EditorGUI.DropdownButton(position, new GUIContent(enumName), FocusType.Passive)) {
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// Position is all wrong if we show the dropdown during the node draw phase.
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// Instead, add it to onLateGUI to display it later.
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NodeEditorWindow.current.onLateGUI += () => ShowContextMenuAtMouse(property);
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}
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#else
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// Display dropdown
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if (GUI.Button(position, new GUIContent(enumName), "MiniPopup")) {
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// Position is all wrong if we show the dropdown during the node draw phase.
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// Instead, add it to onLateGUI to display it later.
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NodeEditorWindow.current.onLateGUI += () => ShowContextMenuAtMouse(property);
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}
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#endif
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}
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public static void ShowContextMenuAtMouse(SerializedProperty property) {
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// Initialize menu
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GenericMenu menu = new GenericMenu();
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// Add all enum display names to menu
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for (int i = 0; i < property.enumDisplayNames.Length; i++) {
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int index = i;
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menu.AddItem(new GUIContent(property.enumDisplayNames[i]), false, () => SetEnum(property, index));
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}
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// Display at cursor position
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Rect r = new Rect(Event.current.mousePosition, new Vector2(0, 0));
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menu.DropDown(r);
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}
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private static void SetEnum(SerializedProperty property, int index) {
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property.enumValueIndex = index;
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property.serializedObject.ApplyModifiedProperties();
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property.serializedObject.Update();
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}
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}
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}
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@ -1,13 +0,0 @@
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fileFormatVersion: 2
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guid: 83db81f92abadca439507e25d517cabe
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timeCreated: 1541633798
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licenseType: Free
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -25,8 +25,17 @@ namespace XNodeEditor {
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protected internal static bool inNodeEditor = false;
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#endif
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public virtual void OnHeaderGUI() {
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GUILayout.Label(target.name, NodeEditorResources.styles.nodeHeader, GUILayout.Height(30));
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public virtual void OnHeaderGUI()
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{
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var content = new GUIContent(target.name);
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var type = target.GetType();
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if (type.TryGetAttributeHeader(out GUIContent attrContent))
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{
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if (content.text != NodeEditorUtilities.NodeDefaultName(type))
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attrContent.text = content.text;
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content = attrContent;
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}
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GUILayout.Label(content, NodeEditorResources.styles.nodeHeader, GUILayout.Height(30));
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}
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/// <summary> Draws standard field editors for all public fields </summary>
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@ -14,6 +14,7 @@ namespace XNodeEditor {
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public static class NodeEditorReflection {
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[NonSerialized] private static Dictionary<Type, Color> nodeTint;
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[NonSerialized] private static Dictionary<Type, int> nodeWidth;
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[NonSerialized] private static Dictionary<Type, GUIContent> nodeHeader;
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/// <summary> All available node types </summary>
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public static Type[] nodeTypes { get { return _nodeTypes != null ? _nodeTypes : _nodeTypes = GetNodeTypes(); } }
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@ -47,6 +48,14 @@ namespace XNodeEditor {
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return nodeWidth.TryGetValue(nodeType, out width);
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}
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/// <summary> Get custom node headers defined with [NodeHeader] </summary>
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public static bool TryGetAttributeHeader(this Type nodeType, out GUIContent content)
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{
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if (nodeHeader == null)
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CacheAttributes<GUIContent, XNode.Node.NodeHeaderAttribute>(ref nodeHeader, x => x.content);
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return nodeHeader.TryGetValue(nodeType, out content);
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}
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private static void CacheAttributes<V, A>(ref Dictionary<Type, V> dict, Func<A, V> getter) where A : Attribute {
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dict = new Dictionary<Type, V>();
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for (int i = 0; i < nodeTypes.Length; i++) {
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@ -1,10 +0,0 @@
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fileFormatVersion: 2
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guid: 5644dfc7eed151045af664a9d4fd1906
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folderAsset: yes
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timeCreated: 1541633926
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licenseType: Free
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -1,5 +0,0 @@
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using UnityEngine;
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/// <summary> Draw enums correctly within nodes. Without it, enums show up at the wrong positions. </summary>
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/// <remarks> Enums with this attribute are not detected by EditorGui.ChangeCheck due to waiting before executing </remarks>
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public class NodeEnumAttribute : PropertyAttribute { }
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@ -1,13 +0,0 @@
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fileFormatVersion: 2
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guid: 10a8338f6c985854697b35459181af0a
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timeCreated: 1541633942
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licenseType: Free
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -1,5 +1,6 @@
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using System;
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using System.Collections.Generic;
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using UnityEditor;
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using UnityEngine;
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namespace XNode {
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@ -387,6 +388,16 @@ namespace XNode {
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this.width = width;
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}
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}
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/// <summary> Specify header GUIContent for this node type </summary>
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[AttributeUsage(AttributeTargets.Class, AllowMultiple = false)]
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public class NodeHeaderAttribute : Attribute
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{
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public GUIContent content;
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public NodeHeaderAttribute(string name) => content = new GUIContent(name);
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public NodeHeaderAttribute(string name, string iconPath) => content = new GUIContent(EditorGUIUtility.IconContent(iconPath)) {text = name};
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}
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#endregion
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[Serializable] private class NodePortDictionary : Dictionary<string, NodePort>, ISerializationCallbackReceiver {
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@ -406,7 +417,7 @@ namespace XNode {
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public void OnAfterDeserialize() {
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this.Clear();
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#if UNITY_2021_3_OR_NEWER
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#if UNITY_2021_3_OR_NEWER
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this.EnsureCapacity(keys.Count);
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#endif
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