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mirror of https://github.com/Siccity/xNode.git synced 2026-02-06 15:24:55 +08:00
Removed unused code, added/fixed comments
This commit is contained in:
Thor Brigsted 2018-10-30 09:38:44 +01:00
parent ba69380638
commit b9bd67bd28
5 changed files with 5 additions and 14 deletions

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@ -87,7 +87,6 @@ namespace XNodeEditor {
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>
/// <param name="contextMenuName">Path to the node</param>
public CustomNodeEditorAttribute(Type inspectedType) {
this.inspectedType = inspectedType;
}

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@ -7,7 +7,10 @@ using UnityEngine;
namespace XNodeEditor.Internal {
/// <summary> Handles caching of custom editor classes and their target types. Accessible with GetEditor(Type type) </summary>
public class NodeEditorBase<T, A, K> where A : Attribute, NodeEditorBase<T, A, K>.INodeEditorAttrib where T : NodeEditorBase<T, A, K> where K : ScriptableObject {
/// <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 ScriptableObject this can be an editor for (eg. Node) </typeparam>
public abstract class NodeEditorBase<T, A, K> where A : Attribute, NodeEditorBase<T, A, K>.INodeEditorAttrib where T : NodeEditorBase<T, A, K> where K : ScriptableObject {
/// <summary> Custom editors defined with [CustomNodeEditor] </summary>
private static Dictionary<Type, Type> editorTypes;
private static Dictionary<K, T> editors = new Dictionary<K, T>();

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@ -335,7 +335,6 @@ namespace XNodeEditor {
// Move array data if there is any
if (hasArrayData) {
SerializedProperty arrayDataOriginal = arrayData.Copy();
arrayData.MoveArrayElement(reorderableListIndex, rl.index);
}

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@ -71,16 +71,6 @@ namespace XNodeEditor {
return types.ToArray();
}
public static object ObjectFromType(Type type) {
return Activator.CreateInstance(type);
}
public static object ObjectFromFieldName(object obj, string fieldName) {
Type type = obj.GetType();
FieldInfo fieldInfo = type.GetField(fieldName);
return fieldInfo.GetValue(obj);
}
public static KeyValuePair<ContextMenu, MethodInfo>[] GetContextMenuMethods(object obj) {
Type type = obj.GetType();
MethodInfo[] methods = type.GetMethods(BindingFlags.Instance | BindingFlags.Static | BindingFlags.Public | BindingFlags.NonPublic);

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@ -65,7 +65,7 @@ namespace XNodeEditor {
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="uniquePreferencesID">Define unique key for unique layout settings instance</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;