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https://github.com/Siccity/xNode.git
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FixFormat
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parent
446611531b
commit
a35cd68dd7
@ -274,13 +274,13 @@ namespace XNodeEditor {
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ShowPortContextMenu(hoveredPort);
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} else if (IsHoveringNode && IsHoveringTitle(hoveredNode)) {
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if (!Selection.Contains(hoveredNode)) SelectNode(hoveredNode, false);
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autoConnectOutput = null;
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autoConnectOutput = null;
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GenericMenu menu = new GenericMenu();
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NodeEditor.GetEditor(hoveredNode, this).AddContextMenuItems(menu);
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menu.DropDown(new Rect(Event.current.mousePosition, Vector2.zero));
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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.
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} else if (!IsHoveringNode) {
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autoConnectOutput = null;
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autoConnectOutput = null;
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GenericMenu menu = new GenericMenu();
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graphEditor.AddContextMenuItems(menu);
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menu.DropDown(new Rect(Event.current.mousePosition, Vector2.zero));
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@ -127,7 +127,7 @@ namespace XNodeEditor {
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for (int i = 0; i < length - 1; i++) {
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Vector2 inputTangent = Vector2.left;
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// Cached most variables that repeat themselves here to avoid so many indexer calls :p
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Vector2 point_a = windowPoints[i];
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Vector2 point_a = windowPoints[i];
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Vector2 point_b = windowPoints[i + 1];
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float dist_ab = Vector2.Distance(point_a, point_b);
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if (i == 0) outputTangent = Vector2.right * dist_ab * 0.01f * zoom;
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@ -142,8 +142,7 @@ namespace XNodeEditor {
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p = new Vector2(-p.y, p.x) * Mathf.Sign(side) * tangentLength;
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inputTangent = p;
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}
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else {
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} else {
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inputTangent = Vector2.left * dist_ab * 0.01f * zoom;
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}
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@ -155,7 +154,7 @@ namespace XNodeEditor {
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int division = Mathf.RoundToInt(.1f * dist_ab) + 3;
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Vector3[] points = Handles.MakeBezierPoints(point_a, point_b, tangent_a, tangent_b, division);
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// Coloring and bezier drawing.
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for (int j = 0; j < points.Length - 1; j++) {
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for (int j = 0; j < points.Length - 1; j++) {
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Handles.color = gradient.Evaluate((j + 1f) / (points.Length));
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Handles.DrawAAPolyLine(bezier_width, points[j], points[j + 1]);
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}
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@ -170,7 +169,7 @@ namespace XNodeEditor {
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int line_width = 5;
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// Draws the line with the coloring.
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Vector2 prev_point = point_a;
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for (float j = 0; j < 1; j += 10f / Vector2.Distance(point_a, point_b)) {
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for (float j = 0; j < 1; j += 10f / Vector2.Distance(point_a, point_b)) {
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Vector2 lerp = Vector2.Lerp(point_a, point_b, j);
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Handles.color = gradient.Evaluate(j);
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Handles.DrawAAPolyLine(line_width, prev_point, lerp);
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@ -239,7 +238,7 @@ namespace XNodeEditor {
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Color portColor = graphEditor.GetPortColor(output);
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for (int k = 0; k < output.ConnectionCount; k++) {
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XNode.NodePort input = output.GetConnection(k);
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Gradient noodleGradient = graphEditor.GetNoodleGradient(output, input);
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// Error handling
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@ -73,8 +73,8 @@ namespace XNodeEditor {
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}
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Gradient grad = new Gradient();
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grad.SetKeys(
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new GradientColorKey[] { new GradientColorKey(a, 0f), new GradientColorKey(b, 1f) },
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new GradientAlphaKey[] { new GradientAlphaKey(1f, 0f), new GradientAlphaKey(1f, 1f) }
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new GradientColorKey[] { new GradientColorKey(a, 0f), new GradientColorKey(b, 1f) },
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new GradientAlphaKey[] { new GradientAlphaKey(1f, 0f), new GradientAlphaKey(1f, 1f) }
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);
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return grad;
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}
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