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mirror of https://github.com/Siccity/xNode.git synced 2025-12-22 02:06:05 +08:00

Merge branch 'master' of https://github.com/Siccity/xNode.git into examples

This commit is contained in:
Thor Brigsted 2018-02-02 10:40:19 +01:00
commit bccd87a199
10 changed files with 210 additions and 106 deletions

1
.gitignore vendored
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@ -20,5 +20,6 @@
# Unity3D Generated File On Crash Reports
sysinfo.txt
/Examples/
README.md.meta
LICENSE.md.meta

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@ -3,7 +3,7 @@
[![GitHub license](https://img.shields.io/badge/license-MIT-blue.svg)](https://raw.githubusercontent.com/Siccity/xNode/master/LICENSE.md)
[![GitHub Wiki](https://img.shields.io/badge/wiki-available-brightgreen.svg)](https://github.com/Siccity/xNode/wiki)
[Go to Downloads](https://github.com/Siccity/xNode/releases)
[Go to Downloads](https://github.com/Siccity/xNode/releases) / [Go to Asset Store](http://u3d.as/108S)
### xNode
Thinking of developing a node-based plugin? Then this is for you. You can download it as an archive and unpack to a new unity project, or connect it as git submodule.

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@ -8,7 +8,7 @@ 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 : XNodeInternal.NodeEditorBase<NodeEditor, NodeEditor.CustomNodeEditorAttribute, XNode.Node> {
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.Node> onUpdateNode;
@ -54,7 +54,7 @@ namespace XNodeEditor {
[AttributeUsage(AttributeTargets.Class)]
public class CustomNodeEditorAttribute : Attribute,
XNodeInternal.NodeEditorBase<NodeEditor, NodeEditor.CustomNodeEditorAttribute, XNode.Node>.INodeEditorAttrib {
XNodeEditor.Internal.NodeEditorBase<NodeEditor, NodeEditor.CustomNodeEditorAttribute, XNode.Node>.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>

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@ -1,4 +1,5 @@
using System;
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
@ -46,7 +47,11 @@ namespace XNodeEditor {
if (Selection.objects[i] is XNode.Node) {
XNode.Node node = Selection.objects[i] as XNode.Node;
node.position = WindowToGridPosition(e.mousePosition) + dragOffset[i];
if (NodeEditorPreferences.GridSnap) {
bool gridSnap = NodeEditorPreferences.GetSettings().gridSnap;
if (e.control) {
gridSnap = !gridSnap;
}
if (gridSnap) {
node.position.x = (Mathf.Round((node.position.x + 8) / 16) * 16) - 8;
node.position.y = (Mathf.Round((node.position.y + 8) / 16) * 16) - 8;
}
@ -197,16 +202,42 @@ namespace XNodeEditor {
}
}
// <summary> Dublicate selected nodes and select the dublicates
/// <summary> Dublicate selected nodes and select the dublicates </summary>
public void DublicateSelectedNodes() {
UnityEngine.Object[] newNodes = new UnityEngine.Object[Selection.objects.Length];
Dictionary<XNode.Node, XNode.Node> substitutes = new Dictionary<XNode.Node, XNode.Node>();
for (int i = 0; i < Selection.objects.Length; i++) {
if (Selection.objects[i] is XNode.Node) {
XNode.Node node = Selection.objects[i] as XNode.Node;
if (node.graph != graph) continue; // ignore nodes selected in another graph
XNode.Node n = graph.CopyNode(node);
n.position = node.position + new Vector2(30, 30);
newNodes[i] = n;
XNode.Node srcNode = Selection.objects[i] as XNode.Node;
if (srcNode.graph != graph) continue; // ignore nodes selected in another graph
XNode.Node newNode = graph.CopyNode(srcNode);
substitutes.Add(srcNode, newNode);
newNode.position = srcNode.position + new Vector2(30, 30);
newNodes[i] = newNode;
}
}
// Walk through the selected nodes again, recreate connections, using the new nodes
for (int i = 0; i < Selection.objects.Length; i++) {
if (Selection.objects[i] is XNode.Node) {
XNode.Node srcNode = Selection.objects[i] as XNode.Node;
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);
XNode.NodePort outputPort = port.direction == XNode.NodePort.IO.Output ? port : port.GetConnection(c);
if (substitutes.ContainsKey(inputPort.node) && substitutes.ContainsKey(outputPort.node)) {
XNode.Node newNodeIn = substitutes[inputPort.node];
XNode.Node newNodeOut = substitutes[outputPort.node];
newNodeIn.UpdateStaticPorts();
newNodeOut.UpdateStaticPorts();
inputPort = newNodeIn.GetInputPort(inputPort.fieldName);
outputPort = newNodeOut.GetOutputPort(outputPort.fieldName);
}
if (!inputPort.IsConnectedTo(outputPort)) inputPort.Connect(outputPort);
}
}
}
}
Selection.objects = newNodes;

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@ -5,11 +5,12 @@ using System.Reflection;
using UnityEngine;
using UnityEditor;
namespace XNodeInternal {
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 {
/// <summary> Custom editors defined with [CustomNodeEditor] </summary>
private static Dictionary<Type, T> editors;
private static Dictionary<ScriptableObject, SerializedObject> serializeds;
public K target;
public SerializedObject serializedObject;
@ -18,10 +19,17 @@ namespace XNodeInternal {
Type type = target.GetType();
T editor = GetEditor(type);
editor.target = target;
editor.serializedObject = new SerializedObject(target);
editor.serializedObject = GetSerialized(target);
return editor;
}
private static SerializedObject GetSerialized(K target) {
if (target == null) return null;
if (serializeds == null) serializeds = new Dictionary<ScriptableObject, SerializedObject>();
if (!serializeds.ContainsKey(target)) serializeds.Add(target, new SerializedObject(target));
return serializeds[target];
}
private static T GetEditor(Type type) {
if (type == null) return null;
if (editors == null) CacheCustomEditors();

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@ -6,14 +6,14 @@ using UnityEngine;
namespace XNodeEditor {
/// <summary> Contains GUI methods </summary>
public partial class NodeEditorWindow {
private NodeGraphEditor currentGraphEditor;
public NodeGraphEditor graphEditor;
private List<UnityEngine.Object> selectionCache;
private void OnGUI() {
Event e = Event.current;
Matrix4x4 m = GUI.matrix;
if (graph == null) return;
currentGraphEditor = NodeGraphEditor.GetEditor(graph);
graphEditor = NodeGraphEditor.GetEditor(graph);
Controls();
@ -52,8 +52,8 @@ namespace XNodeEditor {
rect.position = Vector2.zero;
Vector2 center = rect.size / 2f;
Texture2D gridTex = currentGraphEditor.GetGridTexture();
Texture2D crossTex = currentGraphEditor.GetSecondaryGridTexture();
Texture2D gridTex = graphEditor.GetGridTexture();
Texture2D crossTex = graphEditor.GetSecondaryGridTexture();
// Offset from origin in tile units
float xOffset = -(center.x * zoom + panOffset.x) / gridTex.width;
@ -122,7 +122,7 @@ namespace XNodeEditor {
Type type = nodeTypes[i];
//Get node context menu path
string path = currentGraphEditor.GetNodePath(type);
string path = graphEditor.GetNodePath(type);
if (path == null) continue;
contextMenu.AddItem(new GUIContent(path), false, () => {
@ -151,6 +151,8 @@ namespace XNodeEditor {
startPoint = GridToWindowPosition(startPoint);
endPoint = GridToWindowPosition(endPoint);
switch (NodeEditorPreferences.GetSettings().noodleType) {
case NodeEditorPreferences.NoodleType.Curve:
Vector2 startTangent = startPoint;
if (startPoint.x < endPoint.x) startTangent.x = Mathf.LerpUnclamped(startPoint.x, endPoint.x, 0.7f);
else startTangent.x = Mathf.LerpUnclamped(startPoint.x, endPoint.x, -0.7f);
@ -158,8 +160,41 @@ namespace XNodeEditor {
Vector2 endTangent = endPoint;
if (startPoint.x > endPoint.x) endTangent.x = Mathf.LerpUnclamped(endPoint.x, startPoint.x, -0.7f);
else endTangent.x = Mathf.LerpUnclamped(endPoint.x, startPoint.x, 0.7f);
Handles.DrawBezier(startPoint, endPoint, startTangent, endTangent, col, null, 4);
break;
case NodeEditorPreferences.NoodleType.Line:
Handles.color = col;
Handles.DrawAAPolyLine(5, startPoint, endPoint);
break;
case NodeEditorPreferences.NoodleType.Angled:
Handles.color = col;
if (startPoint.x <= endPoint.x - (50 / zoom)) {
float midpoint = (startPoint.x + endPoint.x) * 0.5f;
Vector2 start_1 = startPoint;
Vector2 end_1 = endPoint;
start_1.x = midpoint;
end_1.x = midpoint;
Handles.DrawAAPolyLine(5, startPoint, start_1);
Handles.DrawAAPolyLine(5, start_1, end_1);
Handles.DrawAAPolyLine(5, end_1, endPoint);
} else {
float midpoint = (startPoint.y + endPoint.y) * 0.5f;
Vector2 start_1 = startPoint;
Vector2 end_1 = endPoint;
start_1.x += 25 / zoom;
end_1.x -= 25 / zoom;
Vector2 start_2 = start_1;
Vector2 end_2 = end_1;
start_2.y = midpoint;
end_2.y = midpoint;
Handles.DrawAAPolyLine(5, startPoint, start_1);
Handles.DrawAAPolyLine(5, start_1, start_2);
Handles.DrawAAPolyLine(5, start_2, end_2);
Handles.DrawAAPolyLine(5, end_2, end_1);
Handles.DrawAAPolyLine(5, end_1, endPoint);
}
break;
}
}
/// <summary> Draws all connections </summary>
@ -179,7 +214,7 @@ namespace XNodeEditor {
if (!input.IsConnectedTo(output)) input.Connect(output);
if (!_portConnectionPoints.ContainsKey(input)) continue;
Vector2 to = _portConnectionPoints[input].center;
Color connectionColor = currentGraphEditor.GetTypeColor(output.ValueType);
Color connectionColor = graphEditor.GetTypeColor(output.ValueType);
DrawConnection(from, to, connectionColor);
}
}
@ -213,7 +248,7 @@ namespace XNodeEditor {
hoveredPort = null;
}
List<UnityEngine.Object> preSelection = new List<UnityEngine.Object>(preBoxSelection);
List<UnityEngine.Object> preSelection = preBoxSelection != null ? new List<UnityEngine.Object>(preBoxSelection) : new List<UnityEngine.Object>();
//Save guiColor so we can revert it
Color guiColor = GUI.color;
@ -240,7 +275,7 @@ namespace XNodeEditor {
style.padding = new RectOffset();
GUI.color = nodeEditor.GetTint();
GUILayout.BeginVertical(new GUIStyle(style));
GUI.color = NodeEditorPreferences.HighlightColor;
GUI.color = NodeEditorPreferences.GetSettings().highlightColor;
GUILayout.BeginVertical(new GUIStyle(highlightStyle));
} else {
GUIStyle style = NodeEditorResources.styles.nodeBody;

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@ -92,7 +92,7 @@ namespace XNodeEditor {
Color backgroundColor = new Color32(90, 97, 105, 255);
if (NodeEditorWindow.nodeTint.ContainsKey(port.node.GetType())) backgroundColor *= NodeEditorWindow.nodeTint[port.node.GetType()];
Color col = NodeGraphEditor.GetEditor(port.node.graph).GetTypeColor(port.ValueType);
Color col = NodeEditorWindow.current.graphEditor.GetTypeColor(port.ValueType);
DrawPortHandle(rect, backgroundColor, col);
// Register the handle position
@ -119,7 +119,7 @@ namespace XNodeEditor {
Color backgroundColor = new Color32(90, 97, 105, 255);
if (NodeEditorWindow.nodeTint.ContainsKey(port.node.GetType())) backgroundColor *= NodeEditorWindow.nodeTint[port.node.GetType()];
Color col = NodeGraphEditor.GetEditor(port.node.graph).GetTypeColor(port.ValueType);
Color col = NodeEditorWindow.current.graphEditor.GetTypeColor(port.ValueType);
DrawPortHandle(rect, backgroundColor, col);
// Register the handle position

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@ -5,38 +5,44 @@ using UnityEngine;
namespace XNodeEditor {
public static class NodeEditorPreferences {
public enum NoodleType { Curve, Line, Angled }
public static Texture2D gridTexture {
/// <summary> The last editor we checked. This should be the one we modify </summary>
private static XNodeEditor.NodeGraphEditor lastEditor;
/// <summary> The last key we checked. This should be the one we modify </summary>
private static string lastKey = "xNode.Settings";
private static Dictionary<string, Color> typeColors = new Dictionary<string, Color>();
private static Dictionary<string, Settings> settings = new Dictionary<string, Settings>();
[System.Serializable]
public class Settings : ISerializationCallbackReceiver {
[SerializeField] private Color32 _gridLineColor = new Color(0.45f, 0.45f, 0.45f);
public Color32 gridLineColor { get { return _gridLineColor; } set { _gridLineColor = value; _gridTexture = null; _crossTexture = null; } }
[SerializeField] private Color32 _gridBgColor = new Color(0.18f, 0.18f, 0.18f);
public Color32 gridBgColor { get { return _gridBgColor; } set { _gridBgColor = value; _gridTexture = null; } }
public Color32 highlightColor = new Color32(255, 255, 255, 255);
public bool gridSnap = true;
[SerializeField] private string typeColorsData = "";
[NonSerialized] public Dictionary<string, Color> typeColors = new Dictionary<string, Color>();
public NoodleType noodleType = NoodleType.Curve;
private Texture2D _gridTexture;
public Texture2D gridTexture {
get {
VerifyLoaded();
if (_gridTexture == null) _gridTexture = NodeEditorResources.GenerateGridTexture(settings.gridLineColor, settings.gridBgColor);
if (_gridTexture == null) _gridTexture = NodeEditorResources.GenerateGridTexture(gridLineColor, gridBgColor);
return _gridTexture;
}
}
private static Texture2D _gridTexture;
public static Texture2D crossTexture {
private Texture2D _crossTexture;
public Texture2D crossTexture {
get {
VerifyLoaded();
if (_crossTexture == null) _crossTexture = NodeEditorResources.GenerateCrossTexture(settings.gridLineColor);
if (_crossTexture == null) _crossTexture = NodeEditorResources.GenerateCrossTexture(gridLineColor);
return _crossTexture;
}
}
private static Texture2D _crossTexture;
public static bool GridSnap { get { VerifyLoaded(); return settings.gridSnap; } }
public static Color HighlightColor { get { VerifyLoaded(); return settings.highlightColor; } }
private static Dictionary<string, Color> typeColors = new Dictionary<string, Color>();
private static Settings settings;
[System.Serializable]
private class Settings : ISerializationCallbackReceiver {
public Color32 gridLineColor = new Color(0.45f, 0.45f, 0.45f);
public Color32 gridBgColor = new Color(0.18f, 0.18f, 0.18f);
public Color32 highlightColor = new Color32(255, 223, 255, 255);
public bool gridSnap = true;
public string typeColorsData = "";
public Dictionary<string, Color> typeColors = new Dictionary<string, Color>();
public void OnAfterDeserialize() {
// Deserialize typeColorsData
@ -59,19 +65,34 @@ namespace XNodeEditor {
}
}
/// <summary> Get settings of current active editor </summary>
public static Settings GetSettings() {
if (lastEditor != XNodeEditor.NodeEditorWindow.current.graphEditor) {
object[] attribs = XNodeEditor.NodeEditorWindow.current.graphEditor.GetType().GetCustomAttributes(typeof(XNodeEditor.NodeGraphEditor.CustomNodeGraphEditorAttribute), true);
if (attribs.Length == 1) {
XNodeEditor.NodeGraphEditor.CustomNodeGraphEditorAttribute attrib = attribs[0] as XNodeEditor.NodeGraphEditor.CustomNodeGraphEditorAttribute;
lastEditor = XNodeEditor.NodeEditorWindow.current.graphEditor;
lastKey = attrib.editorPrefsKey;
VerifyLoaded();
} else return null;
}
return settings[lastKey];
}
[PreferenceItem("Node Editor")]
private static void PreferencesGUI() {
VerifyLoaded();
Settings settings = NodeEditorPreferences.settings[lastKey];
NodeSettingsGUI();
GridSettingsGUI();
TypeColorsGUI();
NodeSettingsGUI(lastKey, settings);
GridSettingsGUI(lastKey, settings);
TypeColorsGUI(lastKey, settings);
if (GUILayout.Button(new GUIContent("Set Default", "Reset all values to default"), GUILayout.Width(120))) {
ResetPrefs();
}
}
private static void GridSettingsGUI() {
private static void GridSettingsGUI(string key, Settings settings) {
//Label
EditorGUILayout.LabelField("Grid", EditorStyles.boldLabel);
settings.gridSnap = EditorGUILayout.Toggle("Snap", settings.gridSnap);
@ -79,75 +100,74 @@ namespace XNodeEditor {
settings.gridLineColor = EditorGUILayout.ColorField("Color", settings.gridLineColor);
settings.gridBgColor = EditorGUILayout.ColorField(" ", settings.gridBgColor);
if (GUI.changed) {
SavePrefs();
_gridTexture = NodeEditorResources.GenerateGridTexture(settings.gridLineColor, settings.gridBgColor);
_crossTexture = NodeEditorResources.GenerateCrossTexture(settings.gridLineColor);
SavePrefs(key, settings);
NodeEditorWindow.RepaintAll();
}
EditorGUILayout.Space();
}
private static void NodeSettingsGUI() {
private static void NodeSettingsGUI(string key, Settings settings) {
//Label
EditorGUILayout.LabelField("Node", EditorStyles.boldLabel);
settings.highlightColor = EditorGUILayout.ColorField("Selection", settings.highlightColor);
settings.noodleType = (NoodleType) EditorGUILayout.EnumPopup("Noodle type", (Enum) settings.noodleType);
if (GUI.changed) {
SavePrefs();
SavePrefs(key, settings);
NodeEditorWindow.RepaintAll();
}
EditorGUILayout.Space();
}
private static void TypeColorsGUI() {
private static void TypeColorsGUI(string key, Settings settings) {
//Label
EditorGUILayout.LabelField("Types", EditorStyles.boldLabel);
//Display type colors. Save them if they are edited by the user
List<string> keys = new List<string>(typeColors.Keys);
foreach (string key in keys) {
Color col = typeColors[key];
List<string> typeColorKeys = new List<string>(typeColors.Keys);
foreach (string typeColorKey in typeColorKeys) {
Color col = typeColors[typeColorKey];
EditorGUI.BeginChangeCheck();
EditorGUILayout.BeginHorizontal();
col = EditorGUILayout.ColorField(key, col);
col = EditorGUILayout.ColorField(typeColorKey, col);
EditorGUILayout.EndHorizontal();
if (EditorGUI.EndChangeCheck()) {
typeColors[key] = col;
if (settings.typeColors.ContainsKey(key)) settings.typeColors[key] = col;
else settings.typeColors.Add(key, col);
SavePrefs();
typeColors[typeColorKey] = col;
if (settings.typeColors.ContainsKey(typeColorKey)) settings.typeColors[typeColorKey] = col;
else settings.typeColors.Add(typeColorKey, col);
SavePrefs(typeColorKey, settings);
NodeEditorWindow.RepaintAll();
}
}
}
/// <summary> Load prefs if they exist. Create if they don't </summary>
private static Settings LoadPrefs() {
// Remove obsolete editorprefs
if (EditorPrefs.HasKey("xnode_typecolors")) EditorPrefs.DeleteKey("xnode_typecolors");
if (EditorPrefs.HasKey("xnode_gridcolor0")) EditorPrefs.DeleteKey("xnode_gridcolor0");
if (EditorPrefs.HasKey("xnode_gridcolor1")) EditorPrefs.DeleteKey("xnode_gridcolor1");
if (EditorPrefs.HasKey("xnode_gridsnap")) EditorPrefs.DeleteKey("xnode_gridcolor1");
if (!EditorPrefs.HasKey("xNode.Settings")) EditorPrefs.SetString("xNode.Settings", JsonUtility.ToJson(new Settings()));
return JsonUtility.FromJson<Settings>(EditorPrefs.GetString("xNode.Settings"));
// Create settings if it doesn't exist
if (!EditorPrefs.HasKey(lastKey)) {
if (lastEditor != null) EditorPrefs.SetString(lastKey, JsonUtility.ToJson(lastEditor.GetDefaultPreferences()));
else EditorPrefs.SetString(lastKey, JsonUtility.ToJson(new Settings()));
}
return JsonUtility.FromJson<Settings>(EditorPrefs.GetString(lastKey));
}
/// <summary> Delete all prefs </summary>
public static void ResetPrefs() {
if (EditorPrefs.HasKey("xNode.Settings")) EditorPrefs.DeleteKey("xNode.Settings");
settings = LoadPrefs();
if (EditorPrefs.HasKey(lastKey)) EditorPrefs.DeleteKey(lastKey);
if (settings.ContainsKey(lastKey)) settings.Remove(lastKey);
typeColors = new Dictionary<string, Color>();
_gridTexture = NodeEditorResources.GenerateGridTexture(settings.gridLineColor, settings.gridBgColor);
_crossTexture = NodeEditorResources.GenerateCrossTexture(settings.gridLineColor);
VerifyLoaded();
NodeEditorWindow.RepaintAll();
}
private static void SavePrefs() {
EditorPrefs.SetString("xNode.Settings", JsonUtility.ToJson(settings));
/// <summary> Save preferences in EditorPrefs </summary>
private static void SavePrefs(string key, Settings settings) {
EditorPrefs.SetString(key, JsonUtility.ToJson(settings));
}
/// <summary> Check if we have loaded settings for given key. If not, load them </summary>
private static void VerifyLoaded() {
if (settings == null) settings = LoadPrefs();
if (!settings.ContainsKey(lastKey)) settings.Add(lastKey, LoadPrefs());
}
/// <summary> Return color based on type </summary>
@ -156,7 +176,7 @@ namespace XNodeEditor {
if (type == null) return Color.gray;
string typeName = type.PrettyName();
if (!typeColors.ContainsKey(typeName)) {
if (settings.typeColors.ContainsKey(typeName)) typeColors.Add(typeName, settings.typeColors[typeName]);
if (settings[lastKey].typeColors.ContainsKey(typeName)) typeColors.Add(typeName, settings[lastKey].typeColors[typeName]);
else {
#if UNITY_5_4_OR_NEWER
UnityEngine.Random.InitState(typeName.GetHashCode());

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@ -7,16 +7,21 @@ using UnityEngine;
namespace XNodeEditor {
/// <summary> Base class to derive custom Node Graph editors from. Use this to override how graphs are drawn in the editor. </summary>
[CustomNodeGraphEditor(typeof(XNode.NodeGraph))]
public class NodeGraphEditor : XNodeInternal.NodeEditorBase<NodeGraphEditor, NodeGraphEditor.CustomNodeGraphEditorAttribute, XNode.NodeGraph> {
public class NodeGraphEditor : XNodeEditor.Internal.NodeEditorBase<NodeGraphEditor, NodeGraphEditor.CustomNodeGraphEditorAttribute, XNode.NodeGraph> {
/// <summary> Custom node editors defined with [CustomNodeGraphEditor] </summary>
[NonSerialized] private static Dictionary<Type, NodeGraphEditor> editors;
public virtual Texture2D GetGridTexture() {
return NodeEditorPreferences.gridTexture;
return NodeEditorPreferences.GetSettings().gridTexture;
}
public virtual Texture2D GetSecondaryGridTexture() {
return NodeEditorPreferences.crossTexture;
return NodeEditorPreferences.GetSettings().crossTexture;
}
/// <summary> Return default settings for this graph type. This is the settings the user will load if no previous settings have been saved. </summary>
public virtual NodeEditorPreferences.Settings GetDefaultPreferences() {
return new NodeEditorPreferences.Settings();
}
/// <summary> Returns context menu path. Returns null if node is not available. </summary>
@ -35,13 +40,15 @@ namespace XNodeEditor {
[AttributeUsage(AttributeTargets.Class)]
public class CustomNodeGraphEditorAttribute : Attribute,
XNodeInternal.NodeEditorBase<NodeGraphEditor, NodeGraphEditor.CustomNodeGraphEditorAttribute, XNode.NodeGraph>.INodeEditorAttrib {
XNodeEditor.Internal.NodeEditorBase<NodeGraphEditor, NodeGraphEditor.CustomNodeGraphEditorAttribute, XNode.NodeGraph>.INodeEditorAttrib {
private Type inspectedType;
/// <summary> Tells a NodeEditor which Node type it is an editor for </summary>
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="contextMenuName">Path to the node</param>
public CustomNodeGraphEditorAttribute(Type inspectedType) {
/// <param name="uniquePreferencesID">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() {

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@ -61,10 +61,15 @@ namespace XNode {
[SerializeField] private NodePortDictionary ports = new NodePortDictionary();
protected void OnEnable() {
NodeDataCache.UpdatePorts(this, ports);
UpdateStaticPorts();
Init();
}
/// <summary> Update static ports to reflect class fields. This happens automatically on enable. </summary>
public void UpdateStaticPorts() {
NodeDataCache.UpdatePorts(this, ports);
}
/// <summary> Initialize node. Called on creation. </summary>
protected virtual void Init() { name = GetType().Name; }
@ -124,7 +129,8 @@ namespace XNode {
/// <summary> Removes all instance ports from the node </summary>
[ContextMenu("Clear instance ports")]
public void ClearInstancePorts() {
foreach (NodePort port in InstancePorts) {
List<NodePort> instancePorts = new List<NodePort>(InstancePorts);
foreach (NodePort port in instancePorts) {
RemoveInstancePort(port);
}
}
@ -196,10 +202,6 @@ namespace XNode {
foreach (NodePort port in Ports) port.ClearConnections();
}
public override int GetHashCode() {
return JsonUtility.ToJson(this).GetHashCode();
}
/// <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 {