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mirror of https://github.com/Siccity/xNode.git synced 2025-12-20 01:06:01 +08:00
This commit is contained in:
Thor Brigsted 2019-07-24 14:37:51 +02:00
parent 7070081d25
commit aeeeb74290
36 changed files with 496 additions and 397 deletions

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@ -0,0 +1,13 @@
using System;
namespace XNode {
[AttributeUsage(AttributeTargets.Class, AllowMultiple = false)]
public class CreateNodeMenuAttribute : Attribute {
public string menuName;
/// <summary> Manually supply node class with a context menu path </summary>
/// <param name="menuName"> Path to this node in the context menu. Null or empty hides it. </param>
public CreateNodeMenuAttribute(string menuName) {
this.menuName = menuName;
}
}
}

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@ -1,5 +1,5 @@
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@ -0,0 +1,24 @@
using System;
namespace XNode {
/// <summary> Mark a serializable field as an input port. You can access this through <see cref="GetInputPort(string)"/> </summary>
[AttributeUsage(AttributeTargets.Field, AllowMultiple = true)]
public class InputAttribute : Attribute {
public ShowBackingValue backingValue;
public ConnectionType connectionType;
public bool dynamicPortList;
public TypeConstraint typeConstraint;
/// <summary> Mark a serializable field as an input port. You can access this through <see cref="GetInputPort(string)"/> </summary>
/// <param name="backingValue">Should we display the backing value for this port as an editor field? </param>
/// <param name="connectionType">Should we allow multiple connections? </param>
/// <param name="typeConstraint">Constrains which input connections can be made to this port </param>
/// <param name="dynamicPortList">If true, will display a reorderable list of inputs instead of a single port. Will automatically add and display values for lists and arrays </param>
public InputAttribute(ShowBackingValue backingValue = ShowBackingValue.Unconnected, ConnectionType connectionType = ConnectionType.Multiple, TypeConstraint typeConstraint = TypeConstraint.None, bool dynamicPortList = false) {
this.backingValue = backingValue;
this.connectionType = connectionType;
this.dynamicPortList = dynamicPortList;
this.typeConstraint = typeConstraint;
}
}
}

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@ -0,0 +1,11 @@
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@ -0,0 +1,30 @@
using System;
using UnityEngine;
namespace XNode {
[AttributeUsage(AttributeTargets.Class, AllowMultiple = false)]
public class NodeTintAttribute : Attribute {
public Color color;
/// <summary> Specify a color for this node type </summary>
/// <param name="r"> Red [0.0f .. 1.0f] </param>
/// <param name="g"> Green [0.0f .. 1.0f] </param>
/// <param name="b"> Blue [0.0f .. 1.0f] </param>
public NodeTintAttribute(float r, float g, float b) {
color = new Color(r, g, b);
}
/// <summary> Specify a color for this node type </summary>
/// <param name="hex"> HEX color value </param>
public NodeTintAttribute(string hex) {
ColorUtility.TryParseHtmlString(hex, out color);
}
/// <summary> Specify a color for this node type </summary>
/// <param name="r"> Red [0 .. 255] </param>
/// <param name="g"> Green [0 .. 255] </param>
/// <param name="b"> Blue [0 .. 255] </param>
public NodeTintAttribute(byte r, byte g, byte b) {
color = new Color32(r, g, b, byte.MaxValue);
}
}
}

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@ -0,0 +1,11 @@
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@ -0,0 +1,13 @@
using System;
namespace XNode {
[AttributeUsage(AttributeTargets.Class, AllowMultiple = false)]
public class NodeWidthAttribute : Attribute {
public int width;
/// <summary> Specify a width for this node type </summary>
/// <param name="width"> Width </param>
public NodeWidthAttribute(int width) {
this.width = width;
}
}
}

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@ -0,0 +1,11 @@
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@ -0,0 +1,21 @@
using System;
namespace XNode {
/// <summary> Mark a serializable field as an output port. You can access this through <see cref="GetOutputPort(string)"/> </summary>
[AttributeUsage(AttributeTargets.Field, AllowMultiple = true)]
public class OutputAttribute : Attribute {
public ShowBackingValue backingValue;
public ConnectionType connectionType;
public bool dynamicPortList;
/// <summary> Mark a serializable field as an output port. You can access this through <see cref="GetOutputPort(string)"/> </summary>
/// <param name="backingValue">Should we display the backing value for this port as an editor field? </param>
/// <param name="connectionType">Should we allow multiple connections? </param>
/// <param name="dynamicPortList">If true, will display a reorderable list of outputs instead of a single port. Will automatically add and display values for lists and arrays </param>
public OutputAttribute(ShowBackingValue backingValue = ShowBackingValue.Never, ConnectionType connectionType = ConnectionType.Multiple, bool dynamicPortList = false) {
this.backingValue = backingValue;
this.connectionType = connectionType;
this.dynamicPortList = dynamicPortList;
}
}
}

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@ -0,0 +1,11 @@
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@ -1,14 +0,0 @@
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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@ -6,43 +6,25 @@ 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);
public interface INodeEditor {
Editor editor { get; }
void OnBodyGUI();
void OnHeaderGUI();
/// <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;
}
public class CustomNodeEditorAttribute : Attribute, XNodeEditor.Internal.INodeEditorAttrib {
private Type inspectedType;
/// <summary> Tells a NodeEditor which Node type it is an editor for </summary>
/// <param name="inspectedType">Type that this editor can edit</param>
public CustomNodeEditorAttribute(Type inspectedType) {
this.inspectedType = inspectedType;
}
public Type GetInspectedType() {
return inspectedType;
}
}
}

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@ -1,16 +1,48 @@
using System.Collections;
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
using XNode;
public class INodeGraphEditor : MonoBehaviour {
namespace XNodeEditor {
public interface INodeGraphEditor {
NodeEditorWindow window { get; set; }
Editor editor { 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);
}
// Use this for initialization
void Start () {
[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;
}
}
// Update is called once per frame
void Update () {
}
}
}

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@ -6,14 +6,18 @@ using UnityEngine;
namespace XNodeEditor {
/// <summary> Base class to derive custom Node editors from. Use this to create your own custom inspectors and editors for your nodes. </summary>
[CustomNodeEditor(typeof(XNode.Node))]
public class NodeEditor : Editor, INodeEditor {
public new XNode.Node target { get { return _target != null? _target : _target = base.target as XNode.Node; } }
private XNode.Node _target;
[CustomNodeEditor(typeof(XNode.INode))]
public class NodeEditor : XNodeEditor.Internal.NodeEditorBase<NodeEditor, NodeEditor.CustomNodeEditorAttribute, XNode.Node> {
/// <summary> Fires every whenever a node was modified through the editor </summary>
public static Action<XNode.INode> onUpdateNode;
/// <summary> Fires whenever a node was modified through the editor </summary>
public readonly static Dictionary<XNode.NodePort, Vector2> portPositions = new Dictionary<XNode.NodePort, Vector2>();
#region Interface implementation
Editor INodeEditor.editor { get { return this; } }
#endregion
public new virtual void OnHeaderGUI() {
GUILayout.Label(target.name, NodeEditorResources.styles.nodeHeader, GUILayout.Height(30));
}
@ -89,20 +93,5 @@ namespace XNodeEditor {
target.name = newName;
AssetDatabase.ImportAsset(AssetDatabase.GetAssetPath(target));
}
[AttributeUsage(AttributeTargets.Class)]
public class CustomNodeEditorAttribute : Attribute,
XNodeEditor.Internal.INodeEditorAttrib {
private Type inspectedType;
/// <summary> Tells a NodeEditor which Node type it is an editor for </summary>
/// <param name="inspectedType">Type that this editor can edit</param>
public CustomNodeEditorAttribute(Type inspectedType) {
this.inspectedType = inspectedType;
}
public Type GetInspectedType() {
return inspectedType;
}
}
}
}

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@ -3,6 +3,7 @@ using System.Collections.Generic;
using System.Linq;
using UnityEditor;
using UnityEngine;
using XNodeEditor.Internal;
namespace XNodeEditor {
public partial class NodeEditorWindow {
@ -160,7 +161,6 @@ namespace XNodeEditor {
hoveredPort.Disconnect(output);
draggedOutput = output;
draggedOutputTarget = hoveredPort;
if (NodeEditor.onUpdateNode != null) NodeEditor.onUpdateNode(node);
}
}
} else if (IsHoveringNode && IsHoveringTitle(hoveredNode)) {
@ -215,7 +215,6 @@ namespace XNodeEditor {
int connectionIndex = draggedOutput.GetConnectionIndex(draggedOutputTarget);
if (connectionIndex != -1) {
draggedOutput.GetReroutePoints(connectionIndex).AddRange(draggedOutputReroutes);
if (NodeEditor.onUpdateNode != null) NodeEditor.onUpdateNode(node);
EditorUtility.SetDirty((UnityEngine.Object) graph);
}
}
@ -271,7 +270,7 @@ namespace XNodeEditor {
} else if (IsHoveringNode && IsHoveringTitle(hoveredNode)) {
if (!Selection.Contains((UnityEngine.Object) hoveredNode)) SelectNode(hoveredNode, false);
GenericMenu menu = new GenericMenu();
NodeEditor.GetEditor(hoveredNode, this).AddContextMenuItems(menu);
hoveredNode.GetNodeEditor().AddContextMenuItems(menu);
menu.DropDown(new Rect(Event.current.mousePosition, Vector2.zero));
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.
} else if (!IsHoveringNode) {
@ -387,8 +386,8 @@ namespace XNodeEditor {
if (srcNode.Graph != graph) continue; // ignore nodes selected in another graph
XNode.INode newNode = graphEditor.CopyNode(srcNode);
substitutes.Add(srcNode, newNode);
newnode.Position = srcnode.Position + new Vector2(30, 30);
newNodes[i] = newNode;
newNode.Position = srcNode.Position + new Vector2(30, 30);
newNodes[i] = newNode as UnityEngine.Object;
}
}
@ -396,7 +395,7 @@ namespace XNodeEditor {
for (int i = 0; i < Selection.objects.Length; i++) {
if (Selection.objects[i] is XNode.INode) {
XNode.INode srcNode = Selection.objects[i] as XNode.INode;
if (srcNode.graph != graph) continue; // ignore nodes selected in another graph
if (srcNode.Graph != graph) continue; // ignore nodes selected in another graph
foreach (XNode.NodePort port in srcNode.Ports) {
for (int c = 0; c < port.ConnectionCount; c++) {
XNode.NodePort inputPort = port.direction == XNode.NodePort.IO.Input ? port : port.GetConnection(c);

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@ -27,9 +27,9 @@ namespace XNodeEditor {
for (int k = 0; k < objs.Length; k++) {
XNode.INode node = objs[k] as XNode.INode;
if (node.GetType () == scriptType) {
if (node != null && node.graph != null) {
if (node != null && node.Graph != null) {
// Delete the node and notify the user
Debug.LogWarning (node.name + " of " + node.graph + " depended on deleted script and has been removed automatically.", node.graph);
Debug.LogWarning (node.Name + " of " + node.Graph + " depended on deleted script and has been removed automatically.", node.Graph);
node.graph.RemoveNode (node);
}
}

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@ -1,63 +0,0 @@
using System;
using System.Collections;
using System.Collections.Generic;
using System.Reflection;
using UnityEditor;
using UnityEngine;
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. 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 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 {
if ((target as UnityEngine.Object) == null) return default(T);
T editor;
if (!editors.TryGetValue(target as K, out editor)) {
Type type = target.GetType();
Type editorType = GetEditorType(type);
editor = (T) Editor.CreateEditor(target as UnityEngine.Object, editorType);
editor.window = window;
editors.Add(target as K, editor);
}
if (editor.target == null) editor.Initialize(new UnityEngine.Object[] { target as UnityEngine.Object });
if (editor.window != window) editor.window = window;
return editor;
}
private static Type GetEditorType(Type type) {
if (type == null) return null;
if (editorTypes == null) CacheCustomEditors();
Type result;
if (editorTypes.TryGetValue(type, out result)) return result;
//If type isn't found, try base type
return GetEditorType(type.BaseType);
}
private static void CacheCustomEditors() {
editorTypes = new Dictionary<Type, Type>();
//Get all classes deriving from NodeEditor via reflection
Type[] nodeEditors = XNodeEditor.NodeEditorWindow.GetDerivedTypes(typeof(T));
for (int i = 0; i < nodeEditors.Length; i++) {
if (nodeEditors[i].IsAbstract) continue;
var attribs = nodeEditors[i].GetCustomAttributes(typeof(A), false);
if (attribs == null || attribs.Length == 0) continue;
A attrib = attribs[0] as A;
editorTypes.Add(attrib.GetInspectedType(), nodeEditors[i]);
}
}
}
public interface INodeEditorAttrib {
Type GetInspectedType();
}
}

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@ -0,0 +1,73 @@
using System;
using System.Collections;
using System.Collections.Generic;
using System.Reflection;
using UnityEditor;
using UnityEngine;
using Object = UnityEngine.Object;
using XNode;
namespace XNodeEditor.Internal {
/// <summary> Handles caching of custom editor classes and their target types. Accessible with GetEditor(Type type) </summary>
public static class NodeEditorExtensions {
/// <summary> Custom editors defined with [CustomNodeEditor] </summary>
private static Dictionary<Type, Type> nodeEditorTypes;
/// <summary> Custom editors defined with [CustomGraphEditor] </summary>
private static Dictionary<Type, Type> graphEditorTypes;
private static Dictionary<Object, INodeEditor> nodeEditors = new Dictionary<Object, INodeEditor>();
private static Dictionary<Object, INodeGraphEditor> graphEditors = new Dictionary<Object, INodeGraphEditor>();
public static INodeGraphEditor GetGraphEditor(this INodeGraph target, NodeEditorWindow window) {
INodeGraphEditor graphEditor = GetEditor(target.Object, graphEditors);
if (graphEditor.window != window) graphEditor.window = window;
return graphEditor;
}
public static INodeEditor GetNodeEditor(this INode target) {
INodeEditor nodeEditor = GetEditor(target.Object, nodeEditors);
return nodeEditor;
}
private static T GetEditor<T>(UnityEngine.Object target, Dictionary<Object, T> editors) where T : class {
if (target == null) return null;
T tEditor;
if (!editors.TryGetValue(target, out tEditor)) {
Type editorType = GetEditorType(target.GetType());
tEditor = Editor.CreateEditor(target, editorType) as T;
editors.Add(target, tEditor);
}
Editor editor = tEditor as Editor;
if (editor.target == null) editor.Initialize(new UnityEngine.Object[] { target });
return tEditor;
}
private static Type GetEditorType(Type type) {
if (type == null) return null;
if (graphEditorTypes == null) graphEditorTypes = CacheCustomEditors<CustomNodeGraphEditorAttribute>(typeof(INodeGraphEditor));
if (nodeEditorTypes == null) nodeEditorTypes = CacheCustomEditors<CustomNodeEditorAttribute>(typeof(INodeEditor));
Type result;
if (graphEditorTypes.TryGetValue(type, out result)) return result;
//If type isn't found, try base type
return GetEditorType(type.BaseType);
}
private static Dictionary<Type, Type> CacheCustomEditors<A>(Type editorInterface) where A : Attribute, INodeEditorAttrib {
Dictionary<Type, Type> dict = new Dictionary<Type, Type>();
//Get all classes deriving from editorInterface via reflection
Type[] editors = XNodeEditor.NodeEditorWindow.GetDerivedTypes(editorInterface);
for (int i = 0; i < editors.Length; i++) {
if (editors[i].IsAbstract) continue;
object[] attribs = editors[i].GetCustomAttributes(typeof(A), false);
if (attribs == null || attribs.Length == 0) continue;
A attrib = attribs[0] as A;
dict.Add(attrib.GetInspectedType(), editors[i]);
}
return dict;
}
}
public interface INodeEditorAttrib {
Type GetInspectedType();
}
}

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@ -3,13 +3,14 @@ using System.Collections.Generic;
using System.Linq;
using UnityEditor;
using UnityEngine;
using XNodeEditor.Internal;
namespace XNodeEditor {
/// <summary> Contains GUI methods </summary>
public partial class NodeEditorWindow {
public NodeGraphEditor graphEditor;
public INodeGraphEditor graphEditor;
private List<UnityEngine.Object> selectionCache;
private List<XNode.Node> culledNodes;
private List<XNode.INode> culledNodes;
private int topPadding { get { return isDocked() ? 19 : 22; } }
/// <summary> Executed after all other window GUI. Useful if Zoom is ruining your day. Automatically resets after being run.</summary>
public event Action onLateGUI;
@ -136,8 +137,7 @@ namespace XNodeEditor {
p = new Vector2(-p.y, p.x) * Mathf.Sign(side) * tangentLength;
inputTangent = p;
}
else {
} else {
inputTangent = Vector2.left * Vector2.Distance(windowPoints[i], windowPoints[i + 1]) * 0.01f * zoom;
}
@ -190,7 +190,7 @@ namespace XNodeEditor {
hoveredReroute = new RerouteReference();
Color col = GUI.color;
foreach (XNode.Node node in graph.nodes) {
foreach (XNode.Node node in graph.Nodes) {
//If a null node is found, return. This can happen if the nodes associated script is deleted. It is currently not possible in Unity to delete a null asset.
if (node == null) continue;
@ -279,17 +279,18 @@ namespace XNodeEditor {
//Save guiColor so we can revert it
Color guiColor = GUI.color;
if (e.type == EventType.Layout) culledNodes = new List<XNode.Node>();
for (int n = 0; n < graph.nodes.Count; n++) {
if (e.type == EventType.Layout) culledNodes = new List<XNode.INode>();
for (int n = 0; n < graph.Nodes.Count(); n++) {
if (n >= graph.Nodes.Count()) return;
XNode.INode node = graph.Nodes.ElementAt(n);
// Skip null nodes. The user could be in the process of renaming scripts, so removing them at this point is not advisable.
if (graph.nodes[n] == null) continue;
if (n >= graph.nodes.Count) return;
XNode.Node node = graph.nodes[n];
if (node == null) continue;
// Culling
if (e.type == EventType.Layout) {
// Cull unselected nodes outside view
if (!Selection.Contains(node) && ShouldBeCulled(node)) {
if (!Selection.Contains(node.Object) && ShouldBeCulled(node)) {
culledNodes.Add(node);
continue;
}
@ -299,7 +300,7 @@ namespace XNodeEditor {
_portConnectionPoints = _portConnectionPoints.Where(x => x.Key.node != node).ToDictionary(kvp => kvp.Key, kvp => kvp.Value);
}
NodeEditor nodeEditor = NodeEditor.GetEditor(node, this);
INodeEditor nodeEditor = node.GetNodeEditor();
NodeEditor.portPositions.Clear();
@ -308,7 +309,7 @@ namespace XNodeEditor {
GUILayout.BeginArea(new Rect(nodePos, new Vector2(nodeEditor.GetWidth(), 4000)));
bool selected = selectionCache.Contains(graph.nodes[n]);
bool selected = selectionCache.Contains(graph.Nodes.ElementAt(n).Object);
if (selected) {
GUIStyle style = new GUIStyle(nodeEditor.GetBodyStyle());
@ -335,7 +336,7 @@ namespace XNodeEditor {
//If user changed a value, notify other scripts through onUpdateNode
if (EditorGUI.EndChangeCheck()) {
if (NodeEditor.onUpdateNode != null) NodeEditor.onUpdateNode(node);
EditorUtility.SetDirty(node);
EditorUtility.SetDirty(node.Object);
nodeEditor.serializedObject.ApplyModifiedProperties();
}
@ -365,7 +366,7 @@ namespace XNodeEditor {
//If dragging a selection box, add nodes inside to selection
if (currentActivity == NodeActivity.DragGrid) {
if (windowRect.Overlaps(selectionBox)) preSelection.Add(node);
if (windowRect.Overlaps(selectionBox)) preSelection.Add(node.Object);
}
//Check if we are hovering any of this nodes ports
@ -397,8 +398,7 @@ namespace XNodeEditor {
if (onValidate != null && EditorGUI.EndChangeCheck()) onValidate.Invoke(Selection.activeObject, null);
}
private bool ShouldBeCulled(XNode.Node node) {
private bool ShouldBeCulled(XNode.INode node) {
Vector2 nodePos = GridToWindowPositionNoClipped(node.Position);
if (nodePos.x / _zoom > position.width) return true; // Right
else if (nodePos.y / _zoom > position.height) return true; // Bottom

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@ -48,8 +48,8 @@ namespace XNodeEditor {
// If property is an input, display a regular property field and put a port handle on the left side
if (port.direction == XNode.NodePort.IO.Input) {
// Get data from [Input] attribute
XNode.Node.ShowBackingValue showBacking = XNode.Node.ShowBackingValue.Unconnected;
XNode.Node.InputAttribute inputAttribute;
XNode.ShowBackingValue showBacking = XNode.ShowBackingValue.Unconnected;
XNode.InputAttribute inputAttribute;
bool dynamicPortList = false;
if (NodeEditorUtilities.GetCachedAttrib(port.node.GetType(), property.name, out inputAttribute)) {
dynamicPortList = inputAttribute.dynamicPortList;
@ -58,8 +58,8 @@ namespace XNodeEditor {
//Call GUILayout.Space if Space attribute is set and we are NOT drawing a PropertyField
bool useLayoutSpace = dynamicPortList ||
showBacking == XNode.Node.ShowBackingValue.Never ||
(showBacking == XNode.Node.ShowBackingValue.Unconnected && port.IsConnected);
showBacking == XNode.ShowBackingValue.Never ||
(showBacking == XNode.ShowBackingValue.Unconnected && port.IsConnected);
if (spacePadding > 0 && useLayoutSpace) {
GUILayout.Space(spacePadding);
spacePadding = 0;
@ -67,22 +67,22 @@ namespace XNodeEditor {
if (dynamicPortList) {
Type type = GetType(property);
XNode.Node.ConnectionType connectionType = inputAttribute != null ? inputAttribute.connectionType : XNode.Node.ConnectionType.Multiple;
XNode.ConnectionType connectionType = inputAttribute != null ? inputAttribute.connectionType : XNode.ConnectionType.Multiple;
DynamicPortList(property.name, type, property.serializedObject, port.direction, connectionType);
return;
}
switch (showBacking) {
case XNode.Node.ShowBackingValue.Unconnected:
case XNode.ShowBackingValue.Unconnected:
// Display a label if port is connected
if (port.IsConnected) EditorGUILayout.LabelField(label != null ? label : new GUIContent(property.displayName));
// Display an editable property field if port is not connected
else EditorGUILayout.PropertyField(property, label, includeChildren, GUILayout.MinWidth(30));
break;
case XNode.Node.ShowBackingValue.Never:
case XNode.ShowBackingValue.Never:
// Display a label
EditorGUILayout.LabelField(label != null ? label : new GUIContent(property.displayName));
break;
case XNode.Node.ShowBackingValue.Always:
case XNode.ShowBackingValue.Always:
// Display an editable property field
EditorGUILayout.PropertyField(property, label, includeChildren, GUILayout.MinWidth(30));
break;
@ -93,8 +93,8 @@ namespace XNodeEditor {
// If property is an output, display a text label and put a port handle on the right side
} else if (port.direction == XNode.NodePort.IO.Output) {
// Get data from [Output] attribute
XNode.Node.ShowBackingValue showBacking = XNode.Node.ShowBackingValue.Unconnected;
XNode.Node.OutputAttribute outputAttribute;
XNode.ShowBackingValue showBacking = XNode.ShowBackingValue.Unconnected;
XNode.OutputAttribute outputAttribute;
bool dynamicPortList = false;
if (NodeEditorUtilities.GetCachedAttrib(port.node.GetType(), property.name, out outputAttribute)) {
dynamicPortList = outputAttribute.dynamicPortList;
@ -103,8 +103,8 @@ namespace XNodeEditor {
//Call GUILayout.Space if Space attribute is set and we are NOT drawing a PropertyField
bool useLayoutSpace = dynamicPortList ||
showBacking == XNode.Node.ShowBackingValue.Never ||
(showBacking == XNode.Node.ShowBackingValue.Unconnected && port.IsConnected);
showBacking == XNode.ShowBackingValue.Never ||
(showBacking == XNode.ShowBackingValue.Unconnected && port.IsConnected);
if (spacePadding > 0 && useLayoutSpace) {
GUILayout.Space(spacePadding);
spacePadding = 0;
@ -112,22 +112,22 @@ namespace XNodeEditor {
if (dynamicPortList) {
Type type = GetType(property);
XNode.Node.ConnectionType connectionType = outputAttribute != null ? outputAttribute.connectionType : XNode.Node.ConnectionType.Multiple;
XNode.ConnectionType connectionType = outputAttribute != null ? outputAttribute.connectionType : XNode.ConnectionType.Multiple;
DynamicPortList(property.name, type, property.serializedObject, port.direction, connectionType);
return;
}
switch (showBacking) {
case XNode.Node.ShowBackingValue.Unconnected:
case XNode.ShowBackingValue.Unconnected:
// Display a label if port is connected
if (port.IsConnected) EditorGUILayout.LabelField(label != null ? label : new GUIContent(property.displayName), NodeEditorResources.OutputPort, GUILayout.MinWidth(30));
// Display an editable property field if port is not connected
else EditorGUILayout.PropertyField(property, label, includeChildren, GUILayout.MinWidth(30));
break;
case XNode.Node.ShowBackingValue.Never:
case XNode.ShowBackingValue.Never:
// Display a label
EditorGUILayout.LabelField(label != null ? label : new GUIContent(property.displayName), NodeEditorResources.OutputPort, GUILayout.MinWidth(30));
break;
case XNode.Node.ShowBackingValue.Always:
case XNode.ShowBackingValue.Always:
// Display an editable property field
EditorGUILayout.PropertyField(property, label, includeChildren, GUILayout.MinWidth(30));
break;
@ -258,7 +258,7 @@ namespace XNodeEditor {
}
[Obsolete("Use DynamicPortList instead")]
public static void InstancePortList(string fieldName, Type type, SerializedObject serializedObject, XNode.NodePort.IO io, XNode.Node.ConnectionType connectionType = XNode.Node.ConnectionType.Multiple, XNode.Node.TypeConstraint typeConstraint = XNode.Node.TypeConstraint.None, Action<ReorderableList> onCreation = null) {
public static void InstancePortList(string fieldName, Type type, SerializedObject serializedObject, XNode.NodePort.IO io, XNode.ConnectionType connectionType = XNode.ConnectionType.Multiple, XNode.TypeConstraint typeConstraint = XNode.TypeConstraint.None, Action<ReorderableList> onCreation = null) {
DynamicPortList(fieldName, type, serializedObject, io, connectionType, typeConstraint, onCreation);
}
#endregion
@ -281,7 +281,7 @@ namespace XNodeEditor {
/// <param name="serializedObject">The serializedObject of the node</param>
/// <param name="connectionType">Connection type of added dynamic ports</param>
/// <param name="onCreation">Called on the list on creation. Use this if you want to customize the created ReorderableList</param>
public static void DynamicPortList(string fieldName, Type type, SerializedObject serializedObject, XNode.NodePort.IO io, XNode.Node.ConnectionType connectionType = XNode.Node.ConnectionType.Multiple, XNode.Node.TypeConstraint typeConstraint = XNode.Node.TypeConstraint.None, Action<ReorderableList> onCreation = null) {
public static void DynamicPortList(string fieldName, Type type, SerializedObject serializedObject, XNode.NodePort.IO io, XNode.ConnectionType connectionType = XNode.ConnectionType.Multiple, XNode.TypeConstraint typeConstraint = XNode.TypeConstraint.None, Action<ReorderableList> onCreation = null) {
XNode.INode node = serializedObject.targetObject as XNode.INode;
var indexedPorts = node.DynamicPorts.Select(x => {
@ -312,7 +312,7 @@ namespace XNodeEditor {
list.DoLayoutList();
}
private static ReorderableList CreateReorderableList(string fieldName, List<XNode.NodePort> dynamicPorts, SerializedProperty arrayData, Type type, SerializedObject serializedObject, XNode.NodePort.IO io, XNode.Node.ConnectionType connectionType, XNode.Node.TypeConstraint typeConstraint, Action<ReorderableList> onCreation) {
private static ReorderableList CreateReorderableList(string fieldName, List<XNode.NodePort> dynamicPorts, SerializedProperty arrayData, Type type, SerializedObject serializedObject, XNode.NodePort.IO io, XNode.ConnectionType connectionType, XNode.TypeConstraint typeConstraint, Action<ReorderableList> onCreation) {
bool hasArrayData = arrayData != null && arrayData.isArray;
XNode.INode node = serializedObject.targetObject as XNode.INode;
ReorderableList list = new ReorderableList(dynamicPorts, null, true, true, true, true);
@ -402,7 +402,7 @@ namespace XNodeEditor {
int i = 0;
while (node.HasPort(newName)) newName = fieldName + " " + (++i);
if (io == XNode.NodePort.IO.Output) node.AddDynamicPort(type, XNode.NodePort.IO.Output, connectionType, XNode.Node.TypeConstraint.None, newName);
if (io == XNode.NodePort.IO.Output) node.AddDynamicPort(type, XNode.NodePort.IO.Output, connectionType, XNode.TypeConstraint.None, newName);
else node.AddDynamicPort(type, XNode.NodePort.IO.Input, connectionType, typeConstraint, newName);
serializedObject.Update();
EditorUtility.SetDirty((UnityEngine.Object) node);

View File

@ -61,9 +61,9 @@ namespace XNodeEditor {
public static Dictionary<Type, Color> GetNodeTint() {
Dictionary<Type, Color> tints = new Dictionary<Type, Color>();
for (int i = 0; i < nodeTypes.Length; i++) {
var attribs = nodeTypes[i].GetCustomAttributes(typeof(XNode.INode.NodeTintAttribute), true);
var attribs = nodeTypes[i].GetCustomAttributes(typeof(XNode.NodeTintAttribute), true);
if (attribs == null || attribs.Length == 0) continue;
XNode.INode.NodeTintAttribute attrib = attribs[0] as XNode.INode.NodeTintAttribute;
XNode.NodeTintAttribute attrib = attribs[0] as XNode.NodeTintAttribute;
tints.Add(nodeTypes[i], attrib.color);
}
return tints;
@ -72,9 +72,9 @@ namespace XNodeEditor {
public static Dictionary<Type, int> GetNodeWidth() {
Dictionary<Type, int> widths = new Dictionary<Type, int>();
for (int i = 0; i < nodeTypes.Length; i++) {
var attribs = nodeTypes[i].GetCustomAttributes(typeof(XNode.INode.NodeWidthAttribute), true);
var attribs = nodeTypes[i].GetCustomAttributes(typeof(XNode.NodeWidthAttribute), true);
if (attribs == null || attribs.Length == 0) continue;
XNode.INode.NodeWidthAttribute attrib = attribs[0] as XNode.INode.NodeWidthAttribute;
XNode.NodeWidthAttribute attrib = attribs[0] as XNode.NodeWidthAttribute;
widths.Add(nodeTypes[i], attrib.width);
}
return widths;
@ -96,7 +96,7 @@ namespace XNodeEditor {
foreach (Assembly assembly in assemblies) {
try {
types.AddRange(assembly.GetTypes().Where(t => !t.IsAbstract && baseType.IsAssignableFrom(t)).ToArray());
} catch(ReflectionTypeLoadException) {}
} catch (ReflectionTypeLoadException) { }
}
return types.ToArray();
}
@ -183,4 +183,4 @@ namespace XNodeEditor {
}
}
}
}
}

View File

@ -2,6 +2,7 @@ using System.Collections.Generic;
using UnityEditor;
using UnityEditor.Callbacks;
using UnityEngine;
using XNodeEditor.Internal;
namespace XNodeEditor {
[InitializeOnLoad]
@ -79,14 +80,15 @@ namespace XNodeEditor {
/// <summary> Handle Selection Change events</summary>
private static void OnSelectionChanged() {
XNode.INodeGraph nodeGraph = Selection.activeObject as XNode.INodeGraph;
if (nodeGraph && !AssetDatabase.Contains(nodeGraph)) {
// Open if double clicked non-asset graph (eg a runtime cloned graph)
if (nodeGraph != null && !AssetDatabase.Contains(nodeGraph.Object)) {
Open(nodeGraph);
}
}
/// <summary> Make sure the graph editor is assigned and to the right object </summary>
private void ValidateGraphEditor() {
NodeGraphEditor graphEditor = NodeGraphEditor.GetEditor(graph, this);
INodeGraphEditor graphEditor = graph.GetGraphEditor(this);
if (this.graphEditor != graphEditor) {
this.graphEditor = graphEditor;
graphEditor.OnOpen();
@ -102,25 +104,6 @@ namespace XNodeEditor {
return w;
}
public void Save() {
if (AssetDatabase.Contains(graph)) {
EditorUtility.SetDirty(graph);
if (NodeEditorPreferences.GetSettings().autoSave) AssetDatabase.SaveAssets();
} else SaveAs();
}
public void SaveAs() {
string path = EditorUtility.SaveFilePanelInProject("Save NodeGraph", "NewNodeGraph", "asset", "");
if (string.IsNullOrEmpty(path)) return;
else {
XNode.INodeGraph existingGraph = AssetDatabase.LoadAssetAtPath<XNode.INodeGraph>(path);
if (existingGraph != null) AssetDatabase.DeleteAsset(path);
AssetDatabase.CreateAsset(graph, path);
EditorUtility.SetDirty(graph);
if (NodeEditorPreferences.GetSettings().autoSave) AssetDatabase.SaveAssets();
}
}
private void DraggableWindow(int windowID) {
GUI.DragWindow();
}
@ -155,14 +138,14 @@ namespace XNodeEditor {
public void SelectNode(XNode.INode node, bool add) {
if (add) {
List<Object> selection = new List<Object>(Selection.objects);
selection.Add(node);
selection.Add(node.Object);
Selection.objects = selection.ToArray();
} else Selection.objects = new Object[] { node };
} else Selection.objects = new Object[] { node.Object };
}
public void DeselectNode(XNode.INode node) {
List<Object> selection = new List<Object>(Selection.objects);
selection.Remove(node);
selection.Remove(node.Object);
Selection.objects = selection.ToArray();
}

View File

@ -8,15 +8,17 @@ using XNode;
namespace XNodeEditor {
/// <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.INodeGraph>, ICustomEditor<XNode.INodeGraph>, INodeGraphEditor {
public class NodeGraphEditor : Editor, INodeGraphEditor {
INodeGraph INodeGraphEditor.target { get { return base.target; } }
public NodeEditorWindow window;
[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; } }
#region Interface implementation
NodeEditorWindow INodeGraphEditor.window { get { return window; } set { window = value; } }
Editor INodeGraphEditor.editor { get { return this; } }
#endregion
/// <summary> Are we currently renaming a node? </summary>
protected bool isRenaming;
@ -42,7 +44,7 @@ namespace XNodeEditor {
/// <summary> Returns context node menu path. Null or empty strings for hidden nodes. </summary>
public virtual string GetNodeMenuName(Type type) {
//Check if type has the CreateNodeMenuAttribute
XNode.Node.CreateNodeMenuAttribute attrib;
XNode.CreateNodeMenuAttribute attrib;
if (NodeEditorUtilities.GetAttrib(type, out attrib)) // Return custom path
return attrib.menuName;
else // Return generated path
@ -85,7 +87,7 @@ namespace XNodeEditor {
if (typeName.EndsWith("Node")) typeName = typeName.Substring(0, typeName.LastIndexOf("Node"));
node.Name = UnityEditor.ObjectNames.NicifyVariableName(typeName);
}
if (node is ScriptableObject) AssetDatabase.AddObjectToAsset(node as ScriptableObject, target);
if (node is ScriptableObject) AssetDatabase.AddObjectToAsset(node as UnityEngine.Object, target as UnityEngine.Object);
if (NodeEditorPreferences.GetSettings().autoSave) AssetDatabase.SaveAssets();
NodeEditorWindow.RepaintAll();
return node;
@ -95,7 +97,7 @@ namespace XNodeEditor {
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 (node is ScriptableObject) AssetDatabase.AddObjectToAsset(node as UnityEngine.Object, target as UnityEngine.Object);
if (NodeEditorPreferences.GetSettings().autoSave) AssetDatabase.SaveAssets();
return node;
}

28
Scripts/Enums.cs Normal file
View File

@ -0,0 +1,28 @@
namespace XNode {
/// <summary> Used by <see cref="InputAttribute"/> and <see cref="OutputAttribute"/> to determine when to display the field value associated with a <see cref="NodePort"/> </summary>
public enum ShowBackingValue {
/// <summary> Never show the backing value </summary>
Never,
/// <summary> Show the backing value only when the port does not have any active connections </summary>
Unconnected,
/// <summary> Always show the backing value </summary>
Always
}
public enum ConnectionType {
/// <summary> Allow multiple connections</summary>
Multiple,
/// <summary> always override the current connection </summary>
Override
}
/// <summary> Tells which types of input to allow </summary>
public enum TypeConstraint {
/// <summary> Allow all types of input</summary>
None,
/// <summary> Allow similar and inherited types </summary>
Inherited,
/// <summary> Allow only similar types </summary>
Strict
}
}

11
Scripts/Enums.cs.meta Normal file
View File

@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 5624052acb7b18847bca77648c13ab44
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@ -7,20 +7,21 @@ namespace XNode {
string Name { get; set; }
INodeGraph Graph { get; }
Vector2 Position { get; set; }
object GetValue(NodePort port);
UnityEngine.Object Object { get; }
object GetValue(INodePort port);
bool HasPort(string fieldName);
NodePort GetPort(string fieldName);
INodePort GetPort(string fieldName);
void UpdateStaticPorts();
IEnumerable<NodePort> Ports { get; }
IEnumerable<NodePort> Outputs { get; }
IEnumerable<NodePort> Inputs { get; }
IEnumerable<NodePort> DynamicPorts { get; }
NodePort AddDynamicPort(Type type, NodePort.IO direction, XNode.Node.ConnectionType connectionType = XNode.Node.ConnectionType.Multiple, Node.TypeConstraint typeConstraint = Node.TypeConstraint.None, string fieldName = null);
IEnumerable<INodePort> Ports { get; }
IEnumerable<INodePort> Outputs { get; }
IEnumerable<INodePort> Inputs { get; }
IEnumerable<INodePort> DynamicPorts { get; }
INodePort AddDynamicPort(Type type, XNode.IO direction, XNode.ConnectionType connectionType, XNode.TypeConstraint typeConstraint, string fieldName);
void RemoveDynamicPort(string fieldName);
NodePort GetInputPort(string fieldName);
NodePort GetOutputPort(string fieldName);
void OnCreateConnection(NodePort from, NodePort to);
void OnRemoveConnection(NodePort port);
INodePort GetInputPort(string fieldName);
INodePort GetOutputPort(string fieldName);
void OnCreateConnection(INodePort from, INodePort to);
void OnRemoveConnection(INodePort port);
void ClearConnections();
}
}

View File

@ -4,8 +4,9 @@ using System.Collections.Generic;
namespace XNode {
/// <summary> Used by advanced extensions that need to alter the base classes of NodeGraphs </summary>
public interface INodeGraph {
void MoveNodeToTop(INode node);
IEnumerable<INode> Nodes { get; }
UnityEngine.Object Object { get; }
void MoveNodeToTop(INode node);
INode AddNode(Type type);
INode CopyNode(INode original);
void RemoveNode(INode node);

View File

@ -0,0 +1,17 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace XNode {
public enum IO { Input, Output }
public interface INodePort {
string fieldName { get; }
INode node { get; }
List<INodePort> GetConnections();
IO direction { get; }
ConnectionType connectionType { get; }
TypeConstraint typeConstraint { get; }
bool dynamic { get; }
}
}

View File

@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: d6d96535423e9e8458c40e17f8d4b70f
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@ -1,6 +1,7 @@
using System;
using System.Collections.Generic;
using UnityEngine;
using Object = UnityEngine.Object;
namespace XNode {
/// <summary>
@ -24,39 +25,6 @@ namespace XNode {
/// </example>
[Serializable]
public abstract class Node : ScriptableObject, XNode.INode {
/// <summary> Used by <see cref="InputAttribute"/> and <see cref="OutputAttribute"/> to determine when to display the field value associated with a <see cref="NodePort"/> </summary>
public enum ShowBackingValue {
/// <summary> Never show the backing value </summary>
Never,
/// <summary> Show the backing value only when the port does not have any active connections </summary>
Unconnected,
/// <summary> Always show the backing value </summary>
Always
}
public enum ConnectionType {
/// <summary> Allow multiple connections</summary>
Multiple,
/// <summary> always override the current connection </summary>
Override,
}
/// <summary> Tells which types of input to allow </summary>
public enum TypeConstraint {
/// <summary> Allow all types of input</summary>
None,
/// <summary> Allow similar and inherited types </summary>
Inherited,
/// <summary> Allow only similar types </summary>
Strict,
}
#region Interface implementation
string INode.Name { get { return name; } set { name = value; } }
INodeGraph INode.Graph { get { return graph; } }
Vector2 INode.Position { get { return position; } set { position = value; } }
#endregion
/// <summary> Iterate over all ports on this node. </summary>
public IEnumerable<NodePort> Ports { get { foreach (NodePort port in ports.Values) yield return port; } }
/// <summary> Iterate over all outputs on this node. </summary>
@ -98,32 +66,15 @@ namespace XNode {
/// <summary> Convenience function. </summary>
/// <seealso cref="AddInstancePort"/>
/// <seealso cref="AddInstanceOutput"/>
public NodePort AddDynamicInput(Type type, Node.ConnectionType connectionType = Node.ConnectionType.Multiple, Node.TypeConstraint typeConstraint = TypeConstraint.None, string fieldName = null) {
return ((INode) this).AddDynamicPort(type, NodePort.IO.Input, connectionType, typeConstraint, fieldName);
public NodePort AddDynamicInput(Type type, ConnectionType connectionType = ConnectionType.Multiple, TypeConstraint typeConstraint = TypeConstraint.None, string fieldName = null) {
return (NodePort) ((INode) this).AddDynamicPort(type, IO.Input, connectionType, typeConstraint, fieldName);
}
/// <summary> Convenience function. </summary>
/// <seealso cref="AddInstancePort"/>
/// <seealso cref="AddInstanceInput"/>
public NodePort AddDynamicOutput(Type type, Node.ConnectionType connectionType = Node.ConnectionType.Multiple, Node.TypeConstraint typeConstraint = TypeConstraint.None, string fieldName = null) {
return ((INode) this).AddDynamicPort(type, NodePort.IO.Output, connectionType, typeConstraint, fieldName);
}
/// <summary> Add a dynamic, serialized port to this node. </summary>
/// <seealso cref="AddDynamicInput"/>
/// <seealso cref="AddDynamicOutput"/>
NodePort INode.AddDynamicPort(Type type, NodePort.IO direction, Node.ConnectionType connectionType = Node.ConnectionType.Multiple, Node.TypeConstraint typeConstraint = TypeConstraint.None, string fieldName = null) {
if (fieldName == null) {
fieldName = "dynamicInput_0";
int i = 0;
while (HasPort(fieldName)) fieldName = "dynamicInput_" + (++i);
} else if (HasPort(fieldName)) {
Debug.LogWarning("Port '" + fieldName + "' already exists in " + name, this);
return ports[fieldName];
}
NodePort port = new NodePort(fieldName, type, direction, connectionType, typeConstraint, this);
ports.Add(fieldName, port);
return port;
public NodePort AddDynamicOutput(Type type, ConnectionType connectionType = ConnectionType.Multiple, TypeConstraint typeConstraint = TypeConstraint.None, string fieldName = null) {
return (NodePort) ((INode) this).AddDynamicPort(type, IO.Output, connectionType, typeConstraint, fieldName);
}
/// <summary> Remove an dynamic port from the node </summary>
@ -155,14 +106,14 @@ namespace XNode {
/// <summary> Returns output port which matches fieldName </summary>
public NodePort GetOutputPort(string fieldName) {
NodePort port = GetPort(fieldName);
if (port == null || port.direction != NodePort.IO.Output) return null;
if (port == null || port.direction != IO.Output) return null;
else return port;
}
/// <summary> Returns input port which matches fieldName </summary>
public NodePort GetInputPort(string fieldName) {
NodePort port = GetPort(fieldName);
if (port == null || port.direction != NodePort.IO.Input) return null;
if (port == null || port.direction != IO.Input) return null;
else return port;
}
@ -218,93 +169,6 @@ namespace XNode {
foreach (NodePort port in Ports) port.ClearConnections();
}
#region Attributes
/// <summary> Mark a serializable field as an input port. You can access this through <see cref="GetInputPort(string)"/> </summary>
[AttributeUsage(AttributeTargets.Field, AllowMultiple = true)]
public class InputAttribute : Attribute {
public ShowBackingValue backingValue;
public ConnectionType connectionType;
public bool dynamicPortList;
public TypeConstraint typeConstraint;
/// <summary> Mark a serializable field as an input port. You can access this through <see cref="GetInputPort(string)"/> </summary>
/// <param name="backingValue">Should we display the backing value for this port as an editor field? </param>
/// <param name="connectionType">Should we allow multiple connections? </param>
/// <param name="typeConstraint">Constrains which input connections can be made to this port </param>
/// <param name="dynamicPortList">If true, will display a reorderable list of inputs instead of a single port. Will automatically add and display values for lists and arrays </param>
public InputAttribute(ShowBackingValue backingValue = ShowBackingValue.Unconnected, ConnectionType connectionType = ConnectionType.Multiple, TypeConstraint typeConstraint = TypeConstraint.None, bool dynamicPortList = false) {
this.backingValue = backingValue;
this.connectionType = connectionType;
this.dynamicPortList = dynamicPortList;
this.typeConstraint = typeConstraint;
}
}
/// <summary> Mark a serializable field as an output port. You can access this through <see cref="GetOutputPort(string)"/> </summary>
[AttributeUsage(AttributeTargets.Field, AllowMultiple = true)]
public class OutputAttribute : Attribute {
public ShowBackingValue backingValue;
public ConnectionType connectionType;
public bool dynamicPortList;
/// <summary> Mark a serializable field as an output port. You can access this through <see cref="GetOutputPort(string)"/> </summary>
/// <param name="backingValue">Should we display the backing value for this port as an editor field? </param>
/// <param name="connectionType">Should we allow multiple connections? </param>
/// <param name="dynamicPortList">If true, will display a reorderable list of outputs instead of a single port. Will automatically add and display values for lists and arrays </param>
public OutputAttribute(ShowBackingValue backingValue = ShowBackingValue.Never, ConnectionType connectionType = ConnectionType.Multiple, bool dynamicPortList = false) {
this.backingValue = backingValue;
this.connectionType = connectionType;
this.dynamicPortList = dynamicPortList;
}
}
[AttributeUsage(AttributeTargets.Class, AllowMultiple = false)]
public class CreateNodeMenuAttribute : Attribute {
public string menuName;
/// <summary> Manually supply node class with a context menu path </summary>
/// <param name="menuName"> Path to this node in the context menu. Null or empty hides it. </param>
public CreateNodeMenuAttribute(string menuName) {
this.menuName = menuName;
}
}
[AttributeUsage(AttributeTargets.Class, AllowMultiple = false)]
public class NodeTintAttribute : Attribute {
public Color color;
/// <summary> Specify a color for this node type </summary>
/// <param name="r"> Red [0.0f .. 1.0f] </param>
/// <param name="g"> Green [0.0f .. 1.0f] </param>
/// <param name="b"> Blue [0.0f .. 1.0f] </param>
public NodeTintAttribute(float r, float g, float b) {
color = new Color(r, g, b);
}
/// <summary> Specify a color for this node type </summary>
/// <param name="hex"> HEX color value </param>
public NodeTintAttribute(string hex) {
ColorUtility.TryParseHtmlString(hex, out color);
}
/// <summary> Specify a color for this node type </summary>
/// <param name="r"> Red [0 .. 255] </param>
/// <param name="g"> Green [0 .. 255] </param>
/// <param name="b"> Blue [0 .. 255] </param>
public NodeTintAttribute(byte r, byte g, byte b) {
color = new Color32(r, g, b, byte.MaxValue);
}
}
[AttributeUsage(AttributeTargets.Class, AllowMultiple = false)]
public class NodeWidthAttribute : Attribute {
public int width;
/// <summary> Specify a width for this node type </summary>
/// <param name="width"> Width </param>
public NodeWidthAttribute(int width) {
this.width = width;
}
}
#endregion
[Serializable] private class NodePortDictionary : Dictionary<string, NodePort>, ISerializationCallbackReceiver {
[SerializeField] private List<string> keys = new List<string>();
[SerializeField] private List<NodePort> values = new List<NodePort>();
@ -328,5 +192,29 @@ namespace XNode {
this.Add(keys[i], values[i]);
}
}
#region Interface implementation
string INode.Name { get { return name; } set { name = value; } }
INodeGraph INode.Graph { get { return graph; } }
Vector2 INode.Position { get { return position; } set { position = value; } }
Object INode.Object { get { return this; } }
/// <summary> Add a dynamic, serialized port to this node. </summary>
/// <seealso cref="AddDynamicInput"/>
/// <seealso cref="AddDynamicOutput"/>
INodePort INode.AddDynamicPort(Type type, IO direction, ConnectionType connectionType, TypeConstraint typeConstraint, string fieldName) {
if (fieldName == null) {
fieldName = "dynamicInput_0";
int i = 0;
while (HasPort(fieldName)) fieldName = "dynamicInput_" + (++i);
} else if (HasPort(fieldName)) {
Debug.LogWarning("Port '" + fieldName + "' already exists in " + name, this);
return ports[fieldName];
}
NodePort port = new NodePort(fieldName, type, direction, connectionType, typeConstraint, this);
ports.Add(fieldName, port);
return port;
}
#endregion
}
}

View File

@ -86,8 +86,8 @@ namespace XNode {
//Get InputAttribute and OutputAttribute
object[] attribs = fieldInfo[i].GetCustomAttributes(true);
Node.InputAttribute inputAttrib = attribs.FirstOrDefault(x => x is Node.InputAttribute) as Node.InputAttribute;
Node.OutputAttribute outputAttrib = attribs.FirstOrDefault(x => x is Node.OutputAttribute) as Node.OutputAttribute;
InputAttribute inputAttrib = attribs.FirstOrDefault(x => x is InputAttribute) as InputAttribute;
OutputAttribute outputAttrib = attribs.FirstOrDefault(x => x is OutputAttribute) as OutputAttribute;
if (inputAttrib == null && outputAttrib == null) continue;

View File

@ -13,6 +13,7 @@ namespace XNode {
#region Interface implementation
IEnumerable<INode> INodeGraph.Nodes { get { foreach (Node node in nodes) yield return node; } }
UnityEngine.Object INodeGraph.Object { get { return this; } }
INode INodeGraph.AddNode(Type type) { return AddNode(type); }
void INodeGraph.MoveNodeToTop(INode node) { MoveNodeToTop(node as Node); }
INode INodeGraph.CopyNode(INode original) { return CopyNode(original as Node); }

View File

@ -2,11 +2,11 @@
using System.Collections.Generic;
using System.Reflection;
using UnityEngine;
using Object = UnityEngine.Object;
namespace XNode {
[Serializable]
public class NodePort {
public enum IO { Input, Output }
public class NodePort : INodePort {
public int ConnectionCount { get { return connections.Count; } }
/// <summary> Return the first non-null connection </summary>
@ -20,8 +20,8 @@ namespace XNode {
}
public IO direction { get { return _direction; } }
public Node.ConnectionType connectionType { get { return _connectionType; } }
public Node.TypeConstraint typeConstraint { get { return _typeConstraint; } }
public ConnectionType connectionType { get { return _connectionType; } }
public TypeConstraint typeConstraint { get { return _typeConstraint; } }
/// <summary> Is this port connected to anytihng? </summary>
public bool IsConnected { get { return connections.Count != 0; } }
@ -49,10 +49,23 @@ namespace XNode {
[SerializeField] private string _typeQualifiedName;
[SerializeField] private List<PortConnection> connections = new List<PortConnection>();
[SerializeField] private IO _direction;
[SerializeField] private Node.ConnectionType _connectionType;
[SerializeField] private Node.TypeConstraint _typeConstraint;
[SerializeField] private ConnectionType _connectionType;
[SerializeField] private TypeConstraint _typeConstraint;
[SerializeField] private bool _dynamic;
#region Interface implementation
INode INodePort.node { get { return _node; } }
List<INodePort> INodePort.GetConnections() {
List<INodePort> result = new List<INodePort>();
for (int i = 0; i < connections.Count; i++) {
NodePort port = GetConnection(i);
if (port != null) result.Add(port);
}
return result;
}
bool INodePort.dynamic { get { return _dynamic; } }
#endregion
/// <summary> Construct a static targetless nodeport. Used as a template. </summary>
public NodePort(FieldInfo fieldInfo) {
_fieldName = fieldInfo.Name;
@ -60,13 +73,13 @@ namespace XNode {
_dynamic = false;
var attribs = fieldInfo.GetCustomAttributes(false);
for (int i = 0; i < attribs.Length; i++) {
if (attribs[i] is Node.InputAttribute) {
if (attribs[i] is InputAttribute) {
_direction = IO.Input;
_connectionType = (attribs[i] as Node.InputAttribute).connectionType;
_typeConstraint = (attribs[i] as Node.InputAttribute).typeConstraint;
} else if (attribs[i] is Node.OutputAttribute) {
_connectionType = (attribs[i] as InputAttribute).connectionType;
_typeConstraint = (attribs[i] as InputAttribute).typeConstraint;
} else if (attribs[i] is OutputAttribute) {
_direction = IO.Output;
_connectionType = (attribs[i] as Node.OutputAttribute).connectionType;
_connectionType = (attribs[i] as OutputAttribute).connectionType;
}
}
}
@ -83,7 +96,7 @@ namespace XNode {
}
/// <summary> Construct a dynamic port. Dynamic ports are not forgotten on reimport, and is ideal for runtime-created ports. </summary>
public NodePort(string fieldName, Type type, IO direction, Node.ConnectionType connectionType, Node.TypeConstraint typeConstraint, Node node) {
public NodePort(string fieldName, Type type, IO direction, ConnectionType connectionType, TypeConstraint typeConstraint, Node node) {
_fieldName = fieldName;
this.ValueType = type;
_direction = direction;
@ -198,8 +211,8 @@ namespace XNode {
if (port == this) { Debug.LogWarning("Cannot connect port to self."); return; }
if (IsConnectedTo(port)) { Debug.LogWarning("Port already connected. "); return; }
if (direction == port.direction) { Debug.LogWarning("Cannot connect two " + (direction == IO.Input ? "input" : "output") + " connections"); return; }
if (port.connectionType == Node.ConnectionType.Override && port.ConnectionCount != 0) { port.ClearConnections(); }
if (connectionType == Node.ConnectionType.Override && ConnectionCount != 0) { ClearConnections(); }
if (port.connectionType == ConnectionType.Override && port.ConnectionCount != 0) { port.ClearConnections(); }
if (connectionType == ConnectionType.Override && ConnectionCount != 0) { ClearConnections(); }
connections.Add(new PortConnection(port));
if (port.connections == null) port.connections = new List<PortConnection>();
if (!port.IsConnectedTo(this)) port.connections.Add(new PortConnection(this));
@ -256,8 +269,8 @@ namespace XNode {
// If there isn't one of each, they can't connect
if (input == null || output == null) return false;
// Check type constraints
if (input.typeConstraint == XNode.Node.TypeConstraint.Inherited && !input.ValueType.IsAssignableFrom(output.ValueType)) return false;
if (input.typeConstraint == XNode.Node.TypeConstraint.Strict && input.ValueType != output.ValueType) return false;
if (input.typeConstraint == XNode.TypeConstraint.Inherited && !input.ValueType.IsAssignableFrom(output.ValueType)) return false;
if (input.typeConstraint == XNode.TypeConstraint.Strict && input.ValueType != output.ValueType) return false;
// Success
return true;
}