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mirror of https://github.com/Siccity/xNode.git synced 2026-02-04 14:24:54 +08:00

Fixed broken namespaces.

This commit is contained in:
Emre Dogan 2023-10-05 20:10:15 +01:00
parent f790b77575
commit bfcef1ed34
25 changed files with 4585 additions and 2191 deletions

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@ -1,30 +1,39 @@
using UnityEditor;
using UnityEngine;
using XNode;
#if ODIN_INSPECTOR
using Sirenix.OdinInspector.Editor;
using Sirenix.Utilities;
using Sirenix.Utilities.Editor;
#endif
namespace XNodeEditor {
namespace XNodeEditor
{
/// <summary> Override graph inspector to show an 'Open Graph' button at the top </summary>
[CustomEditor(typeof(NodeGraph), true)]
#if ODIN_INSPECTOR
public class GlobalGraphEditor : OdinEditor {
public override void OnInspectorGUI() {
if (GUILayout.Button("Edit graph", GUILayout.Height(40))) {
public class GlobalGraphEditor : OdinEditor
{
public override void OnInspectorGUI()
{
if (GUILayout.Button("Edit graph", GUILayout.Height(40)))
{
NodeEditorWindow.Open(serializedObject.targetObject as XNode.NodeGraph);
}
base.OnInspectorGUI();
}
}
#else
[CanEditMultipleObjects]
public class GlobalGraphEditor : Editor {
public override void OnInspectorGUI() {
public class GlobalGraphEditor : Editor
{
public override void OnInspectorGUI()
{
serializedObject.Update();
if (GUILayout.Button("Edit graph", GUILayout.Height(40))) {
if (GUILayout.Button("Edit graph", GUILayout.Height(40)))
{
NodeEditorWindow.Open(serializedObject.targetObject as NodeGraph);
}
@ -40,23 +49,30 @@ namespace XNodeEditor {
[CustomEditor(typeof(Node), true)]
#if ODIN_INSPECTOR
public class GlobalNodeEditor : OdinEditor {
public override void OnInspectorGUI() {
if (GUILayout.Button("Edit graph", GUILayout.Height(40))) {
public class GlobalNodeEditor : OdinEditor
{
public override void OnInspectorGUI()
{
if (GUILayout.Button("Edit graph", GUILayout.Height(40)))
{
SerializedProperty graphProp = serializedObject.FindProperty("graph");
NodeEditorWindow w = NodeEditorWindow.Open(graphProp.objectReferenceValue as XNode.NodeGraph);
w.Home(); // Focus selected node
}
base.OnInspectorGUI();
}
}
#else
[CanEditMultipleObjects]
public class GlobalNodeEditor : Editor {
public override void OnInspectorGUI() {
public class GlobalNodeEditor : Editor
{
public override void OnInspectorGUI()
{
serializedObject.Update();
if (GUILayout.Button("Edit graph", GUILayout.Height(40))) {
if (GUILayout.Button("Edit graph", GUILayout.Height(40)))
{
SerializedProperty graphProp = serializedObject.FindProperty("graph");
NodeEditorWindow w = NodeEditorWindow.Open(graphProp.objectReferenceValue as NodeGraph);
w.Home(); // Focus selected node

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@ -1,27 +1,33 @@
using UnityEditor;
using XNode;
namespace XNodeEditor {
namespace XNodeEditor
{
/// <summary>
/// This asset processor resolves an issue with the new v2 AssetDatabase system present on 2019.3 and later. When
/// renaming a <see cref="NodeGraph"/> asset, it appears that sometimes the v2 AssetDatabase will swap which asset
/// is the main asset (present at top level) between the <see cref="NodeGraph"/> and one of its <see cref="Node"/>
/// sub-assets. As a workaround until Unity fixes this, this asset processor checks all renamed assets and if it
/// finds a case where a <see cref="Node"/> has been made the main asset it will swap it back to being a sub-asset
/// and rename the node to the default name for that node type.
/// This asset processor resolves an issue with the new v2 AssetDatabase system present on 2019.3 and later. When
/// renaming a <see cref="NodeGraph" /> asset, it appears that sometimes the v2 AssetDatabase will swap which asset
/// is the main asset (present at top level) between the <see cref="NodeGraph" /> and one of its <see cref="Node" />
/// sub-assets. As a workaround until Unity fixes this, this asset processor checks all renamed assets and if it
/// finds a case where a <see cref="Node" /> has been made the main asset it will swap it back to being a sub-asset
/// and rename the node to the default name for that node type.
/// </summary>
internal sealed class GraphRenameFixAssetProcessor : AssetPostprocessor {
internal sealed class GraphRenameFixAssetProcessor : AssetPostprocessor
{
private static void OnPostprocessAllAssets(
string[] importedAssets,
string[] deletedAssets,
string[] movedAssets,
string[] movedFromAssetPaths) {
for (int i = 0; i < movedAssets.Length; i++) {
string[] movedFromAssetPaths)
{
for (int i = 0; i < movedAssets.Length; i++)
{
Node nodeAsset = AssetDatabase.LoadMainAssetAtPath(movedAssets[i]) as Node;
// If the renamed asset is a node graph, but the v2 AssetDatabase has swapped a sub-asset node to be its
// main asset, reset the node graph to be the main asset and rename the node asset back to its default
// name.
if (nodeAsset != null && AssetDatabase.IsMainAsset(nodeAsset)) {
if (nodeAsset != null && AssetDatabase.IsMainAsset(nodeAsset))
{
AssetDatabase.SetMainObject(nodeAsset.graph, movedAssets[i]);
AssetDatabase.ImportAsset(movedAssets[i]);

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@ -1,20 +1,39 @@
using UnityEngine;
using XNode;
namespace XNodeEditor.Internal {
public struct RerouteReference {
public NodePort port;
public int connectionIndex;
public int pointIndex;
namespace XNodeEditor.Internal
{
public struct RerouteReference
{
public NodePort port;
public int connectionIndex;
public int pointIndex;
public RerouteReference(NodePort port, int connectionIndex, int pointIndex) {
this.port = port;
this.connectionIndex = connectionIndex;
this.pointIndex = pointIndex;
}
public RerouteReference(NodePort port, int connectionIndex, int pointIndex)
{
this.port = port;
this.connectionIndex = connectionIndex;
this.pointIndex = pointIndex;
}
public void InsertPoint(Vector2 pos) { port.GetReroutePoints(connectionIndex).Insert(pointIndex, pos); }
public void SetPoint(Vector2 pos) { port.GetReroutePoints(connectionIndex) [pointIndex] = pos; }
public void RemovePoint() { port.GetReroutePoints(connectionIndex).RemoveAt(pointIndex); }
public Vector2 GetPoint() { return port.GetReroutePoints(connectionIndex) [pointIndex]; }
}
public void InsertPoint(Vector2 pos)
{
port.GetReroutePoints(connectionIndex).Insert(pointIndex, pos);
}
public void SetPoint(Vector2 pos)
{
port.GetReroutePoints(connectionIndex)[pointIndex] = pos;
}
public void RemovePoint()
{
port.GetReroutePoints(connectionIndex).RemoveAt(pointIndex);
}
public Vector2 GetPoint()
{
return port.GetReroutePoints(connectionIndex)[pointIndex];
}
}
}

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@ -3,34 +3,53 @@ using System.Collections.Generic;
using System.Linq;
using UnityEditor;
using UnityEngine;
using XNode;
using XNodeEditor.Internal;
#if ODIN_INSPECTOR
using Sirenix.OdinInspector.Editor;
using Sirenix.Utilities;
using Sirenix.Utilities.Editor;
#endif
#if UNITY_2019_1_OR_NEWER && USE_ADVANCED_GENERIC_MENU
using GenericMenu = XNodeEditor.AdvancedGenericMenu;
#endif
namespace XNodeEditor {
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(Node))]
public class NodeEditor : XNodeEditor.Internal.NodeEditorBase<NodeEditor, NodeEditor.CustomNodeEditorAttribute, Node> {
public class NodeEditor : NodeEditorBase<NodeEditor, NodeEditor.CustomNodeEditorAttribute, Node>
{
/// <summary> Fires every whenever a node was modified through the editor </summary>
public static Action<Node> onUpdateNode;
public readonly static Dictionary<NodePort, Vector2> portPositions = new Dictionary<NodePort, Vector2>();
public static readonly Dictionary<NodePort, Vector2> portPositions = new Dictionary<NodePort, Vector2>();
private Vector2 _lastClickPos;
#if ODIN_INSPECTOR
protected internal static bool inNodeEditor = false;
#endif
public virtual void OnHeaderGUI() {
public virtual void OnHeaderGUI()
{
Event e = Event.current;
if (e.type == EventType.MouseDown)
{
if ((_lastClickPos - e.mousePosition).sqrMagnitude <= 5 * 5 && e.clickCount > 1)
{
Debug.Log("Renaming time!");
return;
}
_lastClickPos = e.mousePosition;
}
GUILayout.Label(target.name, NodeEditorResources.styles.nodeHeader, GUILayout.Height(30));
}
/// <summary> Draws standard field editors for all public fields </summary>
public virtual void OnBodyGUI() {
public virtual void OnBodyGUI()
{
#if ODIN_INSPECTOR
inNodeEditor = true;
#endif
@ -45,12 +64,12 @@ namespace XNodeEditor {
try
{
#if ODIN_INSPECTOR_3
objectTree.BeginDraw( true );
objectTree.BeginDraw(true);
#else
InspectorUtilities.BeginDrawPropertyTree(objectTree, true);
#endif
}
catch ( ArgumentNullException )
catch (ArgumentNullException)
{
#if ODIN_INSPECTOR_3
objectTree.EndDraw();
@ -61,8 +80,8 @@ namespace XNodeEditor {
return;
}
GUIHelper.PushLabelWidth( 84 );
objectTree.Draw( true );
GUIHelper.PushLabelWidth(84);
objectTree.Draw(true);
#if ODIN_INSPECTOR_3
objectTree.EndDraw();
#else
@ -74,16 +93,26 @@ namespace XNodeEditor {
// Iterate through serialized properties and draw them like the Inspector (But with ports)
SerializedProperty iterator = serializedObject.GetIterator();
bool enterChildren = true;
while (iterator.NextVisible(enterChildren)) {
while (iterator.NextVisible(enterChildren))
{
enterChildren = false;
if (excludes.Contains(iterator.name)) continue;
NodeEditorGUILayout.PropertyField(iterator, true);
if (excludes.Contains(iterator.name))
{
continue;
}
NodeEditorGUILayout.PropertyField(iterator);
}
#endif
// Iterate through dynamic ports and draw them in the order in which they are serialized
foreach (NodePort dynamicPort in target.DynamicPorts) {
if (NodeEditorGUILayout.IsDynamicPortListPort(dynamicPort)) continue;
foreach (NodePort dynamicPort in target.DynamicPorts)
{
if (NodeEditorGUILayout.IsDynamicPortListPort(dynamicPort))
{
continue;
}
NodeEditorGUILayout.PortField(dynamicPort);
}
@ -91,7 +120,8 @@ namespace XNodeEditor {
#if ODIN_INSPECTOR
// Call repaint so that the graph window elements respond properly to layout changes coming from Odin
if (GUIHelper.RepaintRequested) {
if (GUIHelper.RepaintRequested)
{
GUIHelper.ClearRepaintRequest();
window.Repaint();
}
@ -102,41 +132,56 @@ namespace XNodeEditor {
#endif
}
public virtual int GetWidth() {
public virtual int GetWidth()
{
Type type = target.GetType();
int width;
if (type.TryGetAttributeWidth(out width)) return width;
else return 208;
if (type.TryGetAttributeWidth(out width))
{
return width;
}
return 208;
}
/// <summary> Returns color for target node </summary>
public virtual Color GetTint() {
public virtual Color GetTint()
{
// Try get color from [NodeTint] attribute
Type type = target.GetType();
Color color;
if (type.TryGetAttributeTint(out color)) return color;
if (type.TryGetAttributeTint(out color))
{
return color;
}
// Return default color (grey)
else return NodeEditorPreferences.GetSettings().tintColor;
return NodeEditorPreferences.GetSettings().tintColor;
}
public virtual GUIStyle GetBodyStyle() {
public virtual GUIStyle GetBodyStyle()
{
return NodeEditorResources.styles.nodeBody;
}
public virtual GUIStyle GetBodyHighlightStyle() {
public virtual GUIStyle GetBodyHighlightStyle()
{
return NodeEditorResources.styles.nodeHighlight;
}
/// <summary> Override to display custom node header tooltips </summary>
public virtual string GetHeaderTooltip() {
public virtual string GetHeaderTooltip()
{
return null;
}
/// <summary> Add items for the context menu when right-clicking this node. Override to add custom menu items. </summary>
public virtual void AddContextMenuItems(GenericMenu menu) {
public virtual void AddContextMenuItems(GenericMenu menu)
{
bool canRemove = true;
// Actions if only one node is selected
if (Selection.objects.Length == 1 && Selection.activeObject is Node) {
if (Selection.objects.Length == 1 && Selection.activeObject is Node)
{
Node node = Selection.activeObject as Node;
menu.AddItem(new GUIContent("Move To Top"), false, () => NodeEditorWindow.current.MoveNodeToTop(node));
menu.AddItem(new GUIContent("Rename"), false, NodeEditorWindow.current.RenameSelectedNode);
@ -148,38 +193,54 @@ namespace XNodeEditor {
menu.AddItem(new GUIContent("Copy"), false, NodeEditorWindow.current.CopySelectedNodes);
menu.AddItem(new GUIContent("Duplicate"), false, NodeEditorWindow.current.DuplicateSelectedNodes);
if (canRemove) menu.AddItem(new GUIContent("Remove"), false, NodeEditorWindow.current.RemoveSelectedNodes);
else menu.AddItem(new GUIContent("Remove"), false, null);
if (canRemove)
{
menu.AddItem(new GUIContent("Remove"), false, NodeEditorWindow.current.RemoveSelectedNodes);
}
else
{
menu.AddItem(new GUIContent("Remove"), false, null);
}
// Custom sctions if only one node is selected
if (Selection.objects.Length == 1 && Selection.activeObject is Node) {
if (Selection.objects.Length == 1 && Selection.activeObject is Node)
{
Node node = Selection.activeObject as Node;
menu.AddCustomContextMenuItems(node);
}
}
/// <summary> Rename the node asset. This will trigger a reimport of the node. </summary>
public void Rename(string newName) {
if (newName == null || newName.Trim() == "") newName = NodeEditorUtilities.NodeDefaultName(target.GetType());
public void Rename(string newName)
{
if (newName == null || newName.Trim() == "")
{
newName = NodeEditorUtilities.NodeDefaultName(target.GetType());
}
target.name = newName;
OnRename();
AssetDatabase.ImportAsset(AssetDatabase.GetAssetPath(target));
}
/// <summary> Called after this node's name has changed. </summary>
public virtual void OnRename() { }
public virtual void OnRename() {}
[AttributeUsage(AttributeTargets.Class)]
public class CustomNodeEditorAttribute : Attribute,
XNodeEditor.Internal.NodeEditorBase<NodeEditor, NodeEditor.CustomNodeEditorAttribute, Node>.INodeEditorAttrib {
private Type inspectedType;
INodeEditorAttrib
{
private readonly 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) {
public CustomNodeEditorAttribute(Type inspectedType)
{
this.inspectedType = inspectedType;
}
public Type GetInspectedType() {
public Type GetInspectedType()
{
return inspectedType;
}
}

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@ -1,64 +1,98 @@
using UnityEditor;
using UnityEngine;
using System;
using System.IO;
using UnityEditor;
using UnityEngine;
using XNode;
using Object = UnityEngine.Object;
namespace XNodeEditor {
namespace XNodeEditor
{
/// <summary> Deals with modified assets </summary>
class NodeEditorAssetModProcessor : UnityEditor.AssetModificationProcessor {
/// <summary> Automatically delete Node sub-assets before deleting their script.
/// This is important to do, because you can't delete null sub assets.
/// <para/> For another workaround, see: https://gitlab.com/RotaryHeart-UnityShare/subassetmissingscriptdelete </summary>
private static AssetDeleteResult OnWillDeleteAsset (string path, RemoveAssetOptions options) {
internal class NodeEditorAssetModProcessor : AssetModificationProcessor
{
/// <summary>
/// Automatically delete Node sub-assets before deleting their script.
/// This is important to do, because you can't delete null sub assets.
/// <para />
/// For another workaround, see: https://gitlab.com/RotaryHeart-UnityShare/subassetmissingscriptdelete
/// </summary>
private static AssetDeleteResult OnWillDeleteAsset(string path, RemoveAssetOptions options)
{
// Skip processing anything without the .cs extension
if (Path.GetExtension(path) != ".cs") return AssetDeleteResult.DidNotDelete;
if (Path.GetExtension(path) != ".cs")
{
return AssetDeleteResult.DidNotDelete;
}
// Get the object that is requested for deletion
UnityEngine.Object obj = AssetDatabase.LoadAssetAtPath<UnityEngine.Object> (path);
Object obj = AssetDatabase.LoadAssetAtPath<Object>(path);
// If we aren't deleting a script, return
if (!(obj is UnityEditor.MonoScript)) return AssetDeleteResult.DidNotDelete;
if (!(obj is MonoScript))
{
return AssetDeleteResult.DidNotDelete;
}
// Check script type. Return if deleting a non-node script
UnityEditor.MonoScript script = obj as UnityEditor.MonoScript;
System.Type scriptType = script.GetClass ();
if (scriptType == null || (scriptType != typeof (Node) && !scriptType.IsSubclassOf (typeof (Node)))) return AssetDeleteResult.DidNotDelete;
MonoScript script = obj as MonoScript;
Type scriptType = script.GetClass();
if (scriptType == null || scriptType != typeof(Node) && !scriptType.IsSubclassOf(typeof(Node)))
{
return AssetDeleteResult.DidNotDelete;
}
// Find all ScriptableObjects using this script
string[] guids = AssetDatabase.FindAssets ("t:" + scriptType);
for (int i = 0; i < guids.Length; i++) {
string assetpath = AssetDatabase.GUIDToAssetPath (guids[i]);
Object[] objs = AssetDatabase.LoadAllAssetRepresentationsAtPath (assetpath);
for (int k = 0; k < objs.Length; k++) {
string[] guids = AssetDatabase.FindAssets("t:" + scriptType);
for (int i = 0; i < guids.Length; i++)
{
string assetpath = AssetDatabase.GUIDToAssetPath(guids[i]);
var objs = AssetDatabase.LoadAllAssetRepresentationsAtPath(assetpath);
for (int k = 0; k < objs.Length; k++)
{
Node node = objs[k] as Node;
if (node.GetType () == scriptType) {
if (node != null && node.graph != null) {
if (node.GetType() == scriptType)
{
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);
node.graph.RemoveNode (node);
Debug.LogWarning(
node.name + " of " + node.graph +
" depended on deleted script and has been removed automatically.", node.graph);
node.graph.RemoveNode(node);
}
}
}
}
// We didn't actually delete the script. Tell the internal system to carry on with normal deletion procedure
return AssetDeleteResult.DidNotDelete;
}
/// <summary> Automatically re-add loose node assets to the Graph node list </summary>
[InitializeOnLoadMethod]
private static void OnReloadEditor () {
private static void OnReloadEditor()
{
// Find all NodeGraph assets
string[] guids = AssetDatabase.FindAssets ("t:" + typeof (NodeGraph));
for (int i = 0; i < guids.Length; i++) {
string assetpath = AssetDatabase.GUIDToAssetPath (guids[i]);
NodeGraph graph = AssetDatabase.LoadAssetAtPath (assetpath, typeof (NodeGraph)) as NodeGraph;
string[] guids = AssetDatabase.FindAssets("t:" + typeof(NodeGraph));
for (int i = 0; i < guids.Length; i++)
{
string assetpath = AssetDatabase.GUIDToAssetPath(guids[i]);
NodeGraph graph = AssetDatabase.LoadAssetAtPath(assetpath, typeof(NodeGraph)) as NodeGraph;
graph.nodes.RemoveAll(x => x == null); //Remove null items
Object[] objs = AssetDatabase.LoadAllAssetRepresentationsAtPath (assetpath);
var objs = AssetDatabase.LoadAllAssetRepresentationsAtPath(assetpath);
// Ensure that all sub node assets are present in the graph node list
for (int u = 0; u < objs.Length; u++) {
for (int u = 0; u < objs.Length; u++)
{
// Ignore null sub assets
if (objs[u] == null) continue;
if (!graph.nodes.Contains (objs[u] as Node)) graph.nodes.Add(objs[u] as Node);
if (objs[u] == null)
{
continue;
}
if (!graph.nodes.Contains(objs[u] as Node))
{
graph.nodes.Add(objs[u] as Node);
}
}
}
}

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@ -4,6 +4,7 @@ using System.Collections.Generic;
using System.Reflection;
using UnityEditor;
using UnityEngine;
using XNode;
#if ODIN_INSPECTOR
using Sirenix.OdinInspector.Editor;
#endif

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@ -1,29 +1,38 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Reflection;
using UnityEditor;
using UnityEngine;
using XNode;
using XNodeEditor.Internal;
using Object = UnityEngine.Object;
#if UNITY_2019_1_OR_NEWER && USE_ADVANCED_GENERIC_MENU
using GenericMenu = XNodeEditor.AdvancedGenericMenu;
#endif
namespace XNodeEditor {
namespace XNodeEditor
{
/// <summary> Contains GUI methods </summary>
public partial class NodeEditorWindow {
public partial class NodeEditorWindow
{
public NodeGraphEditor graphEditor;
private List<UnityEngine.Object> selectionCache;
private List<Object> selectionCache;
private List<Node> culledNodes;
/// <summary> 19 if docked, 22 if not </summary>
private int topPadding { get { return isDocked() ? 19 : 22; } }
private int topPadding => 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;
private static readonly Vector3[] polyLineTempArray = new Vector3[2];
protected virtual void OnGUI() {
protected virtual void OnGUI()
{
Event e = Event.current;
Matrix4x4 m = GUI.matrix;
if (graph == null) return;
if (graph == null)
{
return;
}
ValidateGraphEditor();
Controls();
@ -36,7 +45,8 @@ namespace XNodeEditor {
graphEditor.OnGUI();
// Run and reset onLateGUI
if (onLateGUI != null) {
if (onLateGUI != null)
{
onLateGUI();
onLateGUI = null;
}
@ -44,28 +54,31 @@ namespace XNodeEditor {
GUI.matrix = m;
}
public static void BeginZoomed(Rect rect, float zoom, float topPadding) {
public static void BeginZoomed(Rect rect, float zoom, float topPadding)
{
GUI.EndClip();
GUIUtility.ScaleAroundPivot(Vector2.one / zoom, rect.size * 0.5f);
Vector4 padding = new Vector4(0, topPadding, 0, 0);
padding *= zoom;
GUI.BeginClip(new Rect(-((rect.width * zoom) - rect.width) * 0.5f, -(((rect.height * zoom) - rect.height) * 0.5f) + (topPadding * zoom),
GUI.BeginClip(new Rect(-(rect.width * zoom - rect.width) * 0.5f,
-((rect.height * zoom - rect.height) * 0.5f) + topPadding * zoom,
rect.width * zoom,
rect.height * zoom));
}
public static void EndZoomed(Rect rect, float zoom, float topPadding) {
public static void EndZoomed(Rect rect, float zoom, float topPadding)
{
GUIUtility.ScaleAroundPivot(Vector2.one * zoom, rect.size * 0.5f);
Vector3 offset = new Vector3(
(((rect.width * zoom) - rect.width) * 0.5f),
(((rect.height * zoom) - rect.height) * 0.5f) + (-topPadding * zoom) + topPadding,
(rect.width * zoom - rect.width) * 0.5f,
(rect.height * zoom - rect.height) * 0.5f + -topPadding * zoom + topPadding,
0);
GUI.matrix = Matrix4x4.TRS(offset, Quaternion.identity, Vector3.one);
}
public void DrawGrid(Rect rect, float zoom, Vector2 panOffset) {
public void DrawGrid(Rect rect, float zoom, Vector2 panOffset)
{
rect.position = Vector2.zero;
Vector2 center = rect.size / 2f;
@ -89,8 +102,10 @@ namespace XNodeEditor {
GUI.DrawTextureWithTexCoords(rect, crossTex, new Rect(tileOffset + new Vector2(0.5f, 0.5f), tileAmount));
}
public void DrawSelectionBox() {
if (currentActivity == NodeActivity.DragGrid) {
public void DrawSelectionBox()
{
if (currentActivity == NodeActivity.DragGrid)
{
Vector2 curPos = WindowToGridPosition(Event.current.mousePosition);
Vector2 size = curPos - dragBoxStart;
Rect r = new Rect(dragBoxStart, size);
@ -100,52 +115,72 @@ namespace XNodeEditor {
}
}
public static bool DropdownButton(string name, float width) {
public static bool DropdownButton(string name, float width)
{
return GUILayout.Button(name, EditorStyles.toolbarDropDown, GUILayout.Width(width));
}
/// <summary> Show right-click context menu for hovered reroute </summary>
void ShowRerouteContextMenu(RerouteReference reroute) {
private void ShowRerouteContextMenu(RerouteReference reroute)
{
GenericMenu contextMenu = new GenericMenu();
contextMenu.AddItem(new GUIContent("Remove"), false, () => reroute.RemovePoint());
contextMenu.DropDown(new Rect(Event.current.mousePosition, Vector2.zero));
if (NodeEditorPreferences.GetSettings().autoSave) AssetDatabase.SaveAssets();
if (NodeEditorPreferences.GetSettings().autoSave)
{
AssetDatabase.SaveAssets();
}
}
/// <summary> Show right-click context menu for hovered port </summary>
void ShowPortContextMenu(NodePort hoveredPort) {
private void ShowPortContextMenu(NodePort hoveredPort)
{
GenericMenu contextMenu = new GenericMenu();
foreach (var port in hoveredPort.GetConnections()) {
var name = port.node.name;
var index = hoveredPort.GetConnectionIndex(port);
contextMenu.AddItem(new GUIContent(string.Format("Disconnect({0})", name)), false, () => hoveredPort.Disconnect(index));
foreach (NodePort port in hoveredPort.GetConnections())
{
string name = port.node.name;
int index = hoveredPort.GetConnectionIndex(port);
contextMenu.AddItem(new GUIContent(string.Format("Disconnect({0})", name)), false,
() => hoveredPort.Disconnect(index));
}
contextMenu.AddItem(new GUIContent("Clear Connections"), false, () => hoveredPort.ClearConnections());
//Get compatible nodes with this port
if (NodeEditorPreferences.GetSettings().createFilter) {
if (NodeEditorPreferences.GetSettings().createFilter)
{
contextMenu.AddSeparator("");
if (hoveredPort.direction == NodePort.IO.Input)
{
graphEditor.AddContextMenuItems(contextMenu, hoveredPort.ValueType, NodePort.IO.Output);
}
else
{
graphEditor.AddContextMenuItems(contextMenu, hoveredPort.ValueType, NodePort.IO.Input);
}
}
contextMenu.DropDown(new Rect(Event.current.mousePosition, Vector2.zero));
if (NodeEditorPreferences.GetSettings().autoSave) AssetDatabase.SaveAssets();
if (NodeEditorPreferences.GetSettings().autoSave)
{
AssetDatabase.SaveAssets();
}
}
static Vector2 CalculateBezierPoint(Vector2 p0, Vector2 p1, Vector2 p2, Vector2 p3, float t) {
private static Vector2 CalculateBezierPoint(Vector2 p0, Vector2 p1, Vector2 p2, Vector2 p3, float t)
{
float u = 1 - t;
float tt = t * t, uu = u * u;
float uuu = uu * u, ttt = tt * t;
return new Vector2(
(uuu * p0.x) + (3 * uu * t * p1.x) + (3 * u * tt * p2.x) + (ttt * p3.x),
(uuu * p0.y) + (3 * uu * t * p1.y) + (3 * u * tt * p2.y) + (ttt * p3.y)
uuu * p0.x + 3 * uu * t * p1.x + 3 * u * tt * p2.x + ttt * p3.x,
uuu * p0.y + 3 * uu * t * p1.y + 3 * u * tt * p2.y + ttt * p3.y
);
}
/// <summary> Draws a line segment without allocating temporary arrays </summary>
static void DrawAAPolyLineNonAlloc(float thickness, Vector2 p0, Vector2 p1) {
private static void DrawAAPolyLineNonAlloc(float thickness, Vector2 p0, Vector2 p1)
{
polyLineTempArray[0].x = p0.x;
polyLineTempArray[0].y = p0.y;
polyLineTempArray[1].x = p1.x;
@ -154,36 +189,49 @@ namespace XNodeEditor {
}
/// <summary> Draw a bezier from output to input in grid coordinates </summary>
public void DrawNoodle(Gradient gradient, NoodlePath path, NoodleStroke stroke, float thickness, List<Vector2> gridPoints) {
public void DrawNoodle(Gradient gradient, NoodlePath path, NoodleStroke stroke, float thickness,
List<Vector2> gridPoints)
{
// convert grid points to window points
for (int i = 0; i < gridPoints.Count; ++i)
{
gridPoints[i] = GridToWindowPosition(gridPoints[i]);
}
Color originalHandlesColor = Handles.color;
Handles.color = gradient.Evaluate(0f);
int length = gridPoints.Count;
switch (path) {
switch (path)
{
case NoodlePath.Curvy:
Vector2 outputTangent = Vector2.right;
for (int i = 0; i < length - 1; i++) {
for (int i = 0; i < length - 1; i++)
{
Vector2 inputTangent;
// Cached most variables that repeat themselves here to avoid so many indexer calls :p
Vector2 point_a = gridPoints[i];
Vector2 point_b = gridPoints[i + 1];
float dist_ab = Vector2.Distance(point_a, point_b);
if (i == 0) outputTangent = zoom * dist_ab * 0.01f * Vector2.right;
if (i < length - 2) {
if (i == 0)
{
outputTangent = zoom * dist_ab * 0.01f * Vector2.right;
}
if (i < length - 2)
{
Vector2 point_c = gridPoints[i + 2];
Vector2 ab = (point_b - point_a).normalized;
Vector2 cb = (point_b - point_c).normalized;
Vector2 ac = (point_c - point_a).normalized;
Vector2 p = (ab + cb) * 0.5f;
float tangentLength = (dist_ab + Vector2.Distance(point_b, point_c)) * 0.005f * zoom;
float side = ((ac.x * (point_b.y - point_a.y)) - (ac.y * (point_b.x - point_a.x)));
float side = ac.x * (point_b.y - point_a.y) - ac.y * (point_b.x - point_a.x);
p = tangentLength * Mathf.Sign(side) * new Vector2(-p.y, p.x);
inputTangent = p;
} else {
}
else
{
inputTangent = zoom * dist_ab * 0.01f * Vector2.left;
}
@ -196,67 +244,111 @@ namespace XNodeEditor {
// Coloring and bezier drawing.
int draw = 0;
Vector2 bezierPrevious = point_a;
for (int j = 1; j <= division; ++j) {
if (stroke == NoodleStroke.Dashed) {
for (int j = 1; j <= division; ++j)
{
if (stroke == NoodleStroke.Dashed)
{
draw++;
if (draw >= 2) draw = -2;
if (draw < 0) continue;
if (draw == 0) bezierPrevious = CalculateBezierPoint(point_a, tangent_a, tangent_b, point_b, (j - 1f) / (float) division);
if (draw >= 2)
{
draw = -2;
}
if (draw < 0)
{
continue;
}
if (draw == 0)
{
bezierPrevious = CalculateBezierPoint(point_a, tangent_a, tangent_b, point_b,
(j - 1f) / division);
}
}
if (i == length - 2)
{
Handles.color = gradient.Evaluate((j + 1f) / division);
Vector2 bezierNext = CalculateBezierPoint(point_a, tangent_a, tangent_b, point_b, j / (float) division);
}
Vector2 bezierNext = CalculateBezierPoint(point_a, tangent_a, tangent_b, point_b,
j / (float)division);
DrawAAPolyLineNonAlloc(thickness, bezierPrevious, bezierNext);
bezierPrevious = bezierNext;
}
outputTangent = -inputTangent;
}
break;
case NoodlePath.Straight:
for (int i = 0; i < length - 1; i++) {
for (int i = 0; i < length - 1; i++)
{
Vector2 point_a = gridPoints[i];
Vector2 point_b = gridPoints[i + 1];
// Draws the line with the coloring.
Vector2 prev_point = point_a;
// Approximately one segment per 5 pixels
int segments = (int) Vector2.Distance(point_a, point_b) / 5;
int segments = (int)Vector2.Distance(point_a, point_b) / 5;
segments = Math.Max(segments, 1);
int draw = 0;
for (int j = 0; j <= segments; j++) {
for (int j = 0; j <= segments; j++)
{
draw++;
float t = j / (float) segments;
float t = j / (float)segments;
Vector2 lerp = Vector2.Lerp(point_a, point_b, t);
if (draw > 0) {
if (i == length - 2) Handles.color = gradient.Evaluate(t);
if (draw > 0)
{
if (i == length - 2)
{
Handles.color = gradient.Evaluate(t);
}
DrawAAPolyLineNonAlloc(thickness, prev_point, lerp);
}
prev_point = lerp;
if (stroke == NoodleStroke.Dashed && draw >= 2) draw = -2;
if (stroke == NoodleStroke.Dashed && draw >= 2)
{
draw = -2;
}
}
}
break;
case NoodlePath.Angled:
for (int i = 0; i < length - 1; i++) {
if (i == length - 1) continue; // Skip last index
if (gridPoints[i].x <= gridPoints[i + 1].x - (50 / zoom)) {
for (int i = 0; i < length - 1; i++)
{
if (i == length - 1)
{
continue; // Skip last index
}
if (gridPoints[i].x <= gridPoints[i + 1].x - 50 / zoom)
{
float midpoint = (gridPoints[i].x + gridPoints[i + 1].x) * 0.5f;
Vector2 start_1 = gridPoints[i];
Vector2 end_1 = gridPoints[i + 1];
start_1.x = midpoint;
end_1.x = midpoint;
if (i == length - 2) {
if (i == length - 2)
{
DrawAAPolyLineNonAlloc(thickness, gridPoints[i], start_1);
Handles.color = gradient.Evaluate(0.5f);
DrawAAPolyLineNonAlloc(thickness, start_1, end_1);
Handles.color = gradient.Evaluate(1f);
DrawAAPolyLineNonAlloc(thickness, end_1, gridPoints[i + 1]);
} else {
}
else
{
DrawAAPolyLineNonAlloc(thickness, gridPoints[i], start_1);
DrawAAPolyLineNonAlloc(thickness, start_1, end_1);
DrawAAPolyLineNonAlloc(thickness, end_1, gridPoints[i + 1]);
}
} else {
}
else
{
float midpoint = (gridPoints[i].y + gridPoints[i + 1].y) * 0.5f;
Vector2 start_1 = gridPoints[i];
Vector2 end_1 = gridPoints[i + 1];
@ -266,7 +358,8 @@ namespace XNodeEditor {
Vector2 end_2 = end_1;
start_2.y = midpoint;
end_2.y = midpoint;
if (i == length - 2) {
if (i == length - 2)
{
DrawAAPolyLineNonAlloc(thickness, gridPoints[i], start_1);
Handles.color = gradient.Evaluate(0.25f);
DrawAAPolyLineNonAlloc(thickness, start_1, start_2);
@ -276,7 +369,9 @@ namespace XNodeEditor {
DrawAAPolyLineNonAlloc(thickness, end_2, end_1);
Handles.color = gradient.Evaluate(1f);
DrawAAPolyLineNonAlloc(thickness, end_1, gridPoints[i + 1]);
} else {
}
else
{
DrawAAPolyLineNonAlloc(thickness, gridPoints[i], start_1);
DrawAAPolyLineNonAlloc(thickness, start_1, start_2);
DrawAAPolyLineNonAlloc(thickness, start_2, end_2);
@ -285,6 +380,7 @@ namespace XNodeEditor {
}
}
}
break;
case NoodlePath.ShaderLab:
Vector2 start = gridPoints[0];
@ -297,58 +393,83 @@ namespace XNodeEditor {
DrawAAPolyLineNonAlloc(thickness, start, gridPoints[0]);
Handles.color = gradient.Evaluate(1f);
DrawAAPolyLineNonAlloc(thickness, end, gridPoints[length - 1]);
for (int i = 0; i < length - 1; i++) {
for (int i = 0; i < length - 1; i++)
{
Vector2 point_a = gridPoints[i];
Vector2 point_b = gridPoints[i + 1];
// Draws the line with the coloring.
Vector2 prev_point = point_a;
// Approximately one segment per 5 pixels
int segments = (int) Vector2.Distance(point_a, point_b) / 5;
int segments = (int)Vector2.Distance(point_a, point_b) / 5;
segments = Math.Max(segments, 1);
int draw = 0;
for (int j = 0; j <= segments; j++) {
for (int j = 0; j <= segments; j++)
{
draw++;
float t = j / (float) segments;
float t = j / (float)segments;
Vector2 lerp = Vector2.Lerp(point_a, point_b, t);
if (draw > 0) {
if (i == length - 2) Handles.color = gradient.Evaluate(t);
if (draw > 0)
{
if (i == length - 2)
{
Handles.color = gradient.Evaluate(t);
}
DrawAAPolyLineNonAlloc(thickness, prev_point, lerp);
}
prev_point = lerp;
if (stroke == NoodleStroke.Dashed && draw >= 2) draw = -2;
if (stroke == NoodleStroke.Dashed && draw >= 2)
{
draw = -2;
}
}
}
gridPoints[0] = start;
gridPoints[length - 1] = end;
break;
}
Handles.color = originalHandlesColor;
}
/// <summary> Draws all connections </summary>
public void DrawConnections() {
public void DrawConnections()
{
Vector2 mousePos = Event.current.mousePosition;
List<RerouteReference> selection = preBoxSelectionReroute != null ? new List<RerouteReference>(preBoxSelectionReroute) : new List<RerouteReference>();
var selection = preBoxSelectionReroute != null
? new List<RerouteReference>(preBoxSelectionReroute)
: new List<RerouteReference>();
hoveredReroute = new RerouteReference();
List<Vector2> gridPoints = new List<Vector2>(2);
var gridPoints = new List<Vector2>(2);
Color col = GUI.color;
foreach (Node node in graph.nodes) {
foreach (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;
if (node == null)
{
continue;
}
// Draw full connections and output > reroute
foreach (NodePort output in node.Outputs) {
foreach (NodePort output in node.Outputs)
{
//Needs cleanup. Null checks are ugly
Rect fromRect;
if (!_portConnectionPoints.TryGetValue(output, out fromRect)) continue;
if (!portConnectionPoints.TryGetValue(output, out fromRect))
{
continue;
}
Color portColor = graphEditor.GetPortColor(output);
GUIStyle portStyle = graphEditor.GetPortStyle(output);
for (int k = 0; k < output.ConnectionCount; k++) {
for (int k = 0; k < output.ConnectionCount; k++)
{
NodePort input = output.GetConnection(k);
Gradient noodleGradient = graphEditor.GetNoodleGradient(output, input);
@ -357,12 +478,23 @@ namespace XNodeEditor {
NoodleStroke noodleStroke = graphEditor.GetNoodleStroke(output, input);
// Error handling
if (input == null) continue; //If a script has been updated and the port doesn't exist, it is removed and null is returned. If this happens, return.
if (!input.IsConnectedTo(output)) input.Connect(output);
Rect toRect;
if (!_portConnectionPoints.TryGetValue(input, out toRect)) continue;
if (input == null)
{
continue; //If a script has been updated and the port doesn't exist, it is removed and null is returned. If this happens, return.
}
List<Vector2> reroutePoints = output.GetReroutePoints(k);
if (!input.IsConnectedTo(output))
{
input.Connect(output);
}
Rect toRect;
if (!portConnectionPoints.TryGetValue(input, out toRect))
{
continue;
}
var reroutePoints = output.GetReroutePoints(k);
gridPoints.Clear();
gridPoints.Add(fromRect.center);
@ -371,7 +503,8 @@ namespace XNodeEditor {
DrawNoodle(noodleGradient, noodlePath, noodleStroke, noodleThickness, gridPoints);
// Loop through reroute points again and draw the points
for (int i = 0; i < reroutePoints.Count; i++) {
for (int i = 0; i < reroutePoints.Count; i++)
{
RerouteReference rerouteRef = new RerouteReference(output, k, i);
// Draw reroute point at position
Rect rect = new Rect(reroutePoints[i], new Vector2(12, 12));
@ -379,80 +512,137 @@ namespace XNodeEditor {
rect = GridToWindowRect(rect);
// Draw selected reroute points with an outline
if (selectedReroutes.Contains(rerouteRef)) {
if (selectedReroutes.Contains(rerouteRef))
{
GUI.color = NodeEditorPreferences.GetSettings().highlightColor;
GUI.DrawTexture(rect, portStyle.normal.background);
}
GUI.color = portColor;
GUI.DrawTexture(rect, portStyle.active.background);
if (rect.Overlaps(selectionBox)) selection.Add(rerouteRef);
if (rect.Contains(mousePos)) hoveredReroute = rerouteRef;
if (rect.Overlaps(selectionBox))
{
selection.Add(rerouteRef);
}
if (rect.Contains(mousePos))
{
hoveredReroute = rerouteRef;
}
}
}
}
}
GUI.color = col;
if (Event.current.type != EventType.Layout && currentActivity == NodeActivity.DragGrid) selectedReroutes = selection;
if (Event.current.type != EventType.Layout && currentActivity == NodeActivity.DragGrid)
{
selectedReroutes = selection;
}
}
private void DrawNodes() {
private void DrawNodes()
{
Event e = Event.current;
if (e.type == EventType.Layout) {
selectionCache = new List<UnityEngine.Object>(Selection.objects);
if (e.type == EventType.Layout)
{
selectionCache = new List<Object>(Selection.objects);
}
System.Reflection.MethodInfo onValidate = null;
if (Selection.activeObject != null && Selection.activeObject is Node) {
MethodInfo onValidate = null;
if (Selection.activeObject != null && Selection.activeObject is Node)
{
onValidate = Selection.activeObject.GetType().GetMethod("OnValidate");
if (onValidate != null) EditorGUI.BeginChangeCheck();
if (onValidate != null)
{
EditorGUI.BeginChangeCheck();
}
}
BeginZoomed(position, zoom, topPadding);
Vector2 mousePos = Event.current.mousePosition;
if (e.type != EventType.Layout) {
if (e.type != EventType.Layout)
{
hoveredNode = null;
hoveredPort = null;
}
List<UnityEngine.Object> preSelection = preBoxSelection != null ? new List<UnityEngine.Object>(preBoxSelection) : new List<UnityEngine.Object>();
var preSelection = preBoxSelection != null ? new List<Object>(preBoxSelection) : new List<Object>();
// Selection box stuff
Vector2 boxStartPos = GridToWindowPositionNoClipped(dragBoxStart);
Vector2 boxSize = mousePos - boxStartPos;
if (boxSize.x < 0) { boxStartPos.x += boxSize.x; boxSize.x = Mathf.Abs(boxSize.x); }
if (boxSize.y < 0) { boxStartPos.y += boxSize.y; boxSize.y = Mathf.Abs(boxSize.y); }
if (boxSize.x < 0)
{
boxStartPos.x += boxSize.x;
boxSize.x = Mathf.Abs(boxSize.x);
}
if (boxSize.y < 0)
{
boxStartPos.y += boxSize.y;
boxSize.y = Mathf.Abs(boxSize.y);
}
Rect selectionBox = new Rect(boxStartPos, boxSize);
//Save guiColor so we can revert it
Color guiColor = GUI.color;
List<NodePort> removeEntries = new List<NodePort>();
var removeEntries = new List<NodePort>();
if (e.type == EventType.Layout) culledNodes = new List<Node>();
for (int n = 0; n < graph.nodes.Count; n++) {
if (e.type == EventType.Layout)
{
culledNodes = new List<Node>();
}
for (int n = 0; n < graph.nodes.Count; 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;
if (graph.nodes[n] == null)
{
continue;
}
if (n >= graph.nodes.Count)
{
return;
}
Node node = graph.nodes[n];
// Culling
if (e.type == EventType.Layout) {
if (e.type == EventType.Layout)
{
// Cull unselected nodes outside view
if (!Selection.Contains(node) && ShouldBeCulled(node)) {
if (!Selection.Contains(node) && ShouldBeCulled(node))
{
culledNodes.Add(node);
continue;
}
} else if (culledNodes.Contains(node)) continue;
}
else if (culledNodes.Contains(node))
{
continue;
}
if (e.type == EventType.Repaint) {
if (e.type == EventType.Repaint)
{
removeEntries.Clear();
foreach (var kvp in _portConnectionPoints)
if (kvp.Key.node == node) removeEntries.Add(kvp.Key);
foreach (var k in removeEntries) _portConnectionPoints.Remove(k);
foreach (var kvp in portConnectionPoints)
{
if (kvp.Key.node == node)
{
removeEntries.Add(kvp.Key);
}
}
foreach (NodePort k in removeEntries)
{
portConnectionPoints.Remove(k);
}
}
NodeEditor nodeEditor = NodeEditor.GetEditor(node, this);
@ -469,7 +659,8 @@ namespace XNodeEditor {
bool selected = selectionCache.Contains(graph.nodes[n]);
if (selected) {
if (selected)
{
GUIStyle style = new GUIStyle(nodeEditor.GetBodyStyle());
GUIStyle highlightStyle = new GUIStyle(nodeEditor.GetBodyHighlightStyle());
highlightStyle.padding = style.padding;
@ -478,7 +669,9 @@ namespace XNodeEditor {
GUILayout.BeginVertical(style);
GUI.color = NodeEditorPreferences.GetSettings().highlightColor;
GUILayout.BeginVertical(new GUIStyle(highlightStyle));
} else {
}
else
{
GUIStyle style = new GUIStyle(nodeEditor.GetBodyStyle());
GUI.color = nodeEditor.GetTint();
GUILayout.BeginVertical(style);
@ -492,8 +685,13 @@ namespace XNodeEditor {
nodeEditor.OnBodyGUI();
//If user changed a value, notify other scripts through onUpdateNode
if (EditorGUI.EndChangeCheck()) {
if (NodeEditor.onUpdateNode != null) NodeEditor.onUpdateNode(node);
if (EditorGUI.EndChangeCheck())
{
if (NodeEditor.onUpdateNode != null)
{
NodeEditor.onUpdateNode(node);
}
EditorUtility.SetDirty(node);
nodeEditor.serializedObject.ApplyModifiedProperties();
}
@ -501,12 +699,20 @@ namespace XNodeEditor {
GUILayout.EndVertical();
//Cache data about the node for next frame
if (e.type == EventType.Repaint) {
if (e.type == EventType.Repaint)
{
Vector2 size = GUILayoutUtility.GetLastRect().size;
if (nodeSizes.ContainsKey(node)) nodeSizes[node] = size;
else nodeSizes.Add(node, size);
if (nodeSizes.ContainsKey(node))
{
nodeSizes[node] = size;
}
else
{
nodeSizes.Add(node, size);
}
foreach (var kvp in NodeEditor.portPositions) {
foreach (var kvp in NodeEditor.portPositions)
{
Vector2 portHandlePos = kvp.Value;
portHandlePos += node.position;
Rect rect = new Rect(portHandlePos.x - 8, portHandlePos.y - 8, 16, 16);
@ -514,75 +720,139 @@ namespace XNodeEditor {
}
}
if (selected) GUILayout.EndVertical();
if (selected)
{
GUILayout.EndVertical();
}
if (e.type != EventType.Layout) {
if (e.type != EventType.Layout)
{
//Check if we are hovering this node
Vector2 nodeSize = GUILayoutUtility.GetLastRect().size;
Rect windowRect = new Rect(nodePos, nodeSize);
if (windowRect.Contains(mousePos)) hoveredNode = node;
if (windowRect.Contains(mousePos))
{
hoveredNode = node;
}
//If dragging a selection box, add nodes inside to selection
if (currentActivity == NodeActivity.DragGrid) {
if (windowRect.Overlaps(selectionBox)) preSelection.Add(node);
if (currentActivity == NodeActivity.DragGrid)
{
if (windowRect.Overlaps(selectionBox))
{
preSelection.Add(node);
}
}
//Check if we are hovering any of this nodes ports
//Check input ports
foreach (NodePort input in node.Inputs) {
foreach (NodePort input in node.Inputs)
{
//Check if port rect is available
if (!portConnectionPoints.ContainsKey(input)) continue;
if (!portConnectionPoints.ContainsKey(input))
{
continue;
}
Rect r = GridToWindowRectNoClipped(portConnectionPoints[input]);
if (r.Contains(mousePos)) hoveredPort = input;
if (r.Contains(mousePos))
{
hoveredPort = input;
}
}
//Check all output ports
foreach (NodePort output in node.Outputs) {
foreach (NodePort output in node.Outputs)
{
//Check if port rect is available
if (!portConnectionPoints.ContainsKey(output)) continue;
if (!portConnectionPoints.ContainsKey(output))
{
continue;
}
Rect r = GridToWindowRectNoClipped(portConnectionPoints[output]);
if (r.Contains(mousePos)) hoveredPort = output;
if (r.Contains(mousePos))
{
hoveredPort = output;
}
}
}
GUILayout.EndArea();
}
if (e.type != EventType.Layout && currentActivity == NodeActivity.DragGrid) Selection.objects = preSelection.ToArray();
if (e.type != EventType.Layout && currentActivity == NodeActivity.DragGrid)
{
Selection.objects = preSelection.ToArray();
}
EndZoomed(position, zoom, topPadding);
//If a change in is detected in the selected node, call OnValidate method.
//This is done through reflection because OnValidate is only relevant in editor,
//and thus, the code should not be included in build.
if (onValidate != null && EditorGUI.EndChangeCheck()) onValidate.Invoke(Selection.activeObject, null);
if (onValidate != null && EditorGUI.EndChangeCheck())
{
onValidate.Invoke(Selection.activeObject, null);
}
}
private bool ShouldBeCulled(Node node) {
private bool ShouldBeCulled(Node 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
else if (nodeSizes.ContainsKey(node)) {
Vector2 size = nodeSizes[node];
if (nodePos.x + size.x < 0) return true; // Left
else if (nodePos.y + size.y < 0) return true; // Top
if (nodePos.x / _zoom > position.width)
{
return true; // Right
}
if (nodePos.y / _zoom > position.height)
{
return true; // Bottom
}
if (nodeSizes.ContainsKey(node))
{
Vector2 size = nodeSizes[node];
if (nodePos.x + size.x < 0)
{
return true; // Left
}
if (nodePos.y + size.y < 0)
{
return true; // Top
}
}
return false;
}
private void DrawTooltip() {
private void DrawTooltip()
{
if (!NodeEditorPreferences.GetSettings().portTooltips || graphEditor == null)
{
return;
}
string tooltip = null;
if (hoveredPort != null) {
if (hoveredPort != null)
{
tooltip = graphEditor.GetPortTooltip(hoveredPort);
} else if (hoveredNode != null && IsHoveringNode && IsHoveringTitle(hoveredNode)) {
}
else if (hoveredNode != null && IsHoveringNode && IsHoveringTitle(hoveredNode))
{
tooltip = NodeEditor.GetEditor(hoveredNode, this).GetHeaderTooltip();
}
if (string.IsNullOrEmpty(tooltip)) return;
if (string.IsNullOrEmpty(tooltip))
{
return;
}
GUIContent content = new GUIContent(tooltip);
Vector2 size = NodeEditorResources.styles.tooltip.CalcSize(content);
size.x += 8;
Rect rect = new Rect(Event.current.mousePosition - (size), size);
Rect rect = new Rect(Event.current.mousePosition - size, size);
EditorGUI.LabelField(rect, content, NodeEditorResources.styles.tooltip);
Repaint();
}

View File

@ -1,98 +1,159 @@
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using System.Reflection;
using UnityEditor;
using UnityEditorInternal;
using UnityEngine;
using XNode;
using Object = UnityEngine.Object;
namespace XNodeEditor {
/// <summary> xNode-specific version of <see cref="EditorGUILayout"/> </summary>
public static class NodeEditorGUILayout {
private static readonly Dictionary<UnityEngine.Object, Dictionary<string, ReorderableList>> reorderableListCache = new Dictionary<UnityEngine.Object, Dictionary<string, ReorderableList>>();
namespace XNodeEditor
{
/// <summary> xNode-specific version of <see cref="EditorGUILayout" /> </summary>
public static class NodeEditorGUILayout
{
private static readonly Dictionary<Object, Dictionary<string, ReorderableList>> reorderableListCache =
new Dictionary<Object, Dictionary<string, ReorderableList>>();
private static int reorderableListIndex = -1;
/// <summary> Make a field for a serialized property. Automatically displays relevant node port. </summary>
public static void PropertyField(SerializedProperty property, bool includeChildren = true, params GUILayoutOption[] options) {
public static void PropertyField(SerializedProperty property, bool includeChildren = true,
params GUILayoutOption[] options)
{
PropertyField(property, (GUIContent)null, includeChildren, options);
}
/// <summary> Make a field for a serialized property. Automatically displays relevant node port. </summary>
public static void PropertyField(SerializedProperty property, GUIContent label, bool includeChildren = true, params GUILayoutOption[] options) {
if (property == null) throw new NullReferenceException();
public static void PropertyField(SerializedProperty property, GUIContent label, bool includeChildren = true,
params GUILayoutOption[] options)
{
if (property == null)
{
throw new NullReferenceException();
}
Node node = property.serializedObject.targetObject as Node;
NodePort port = node.GetPort(property.name);
PropertyField(property, label, port, includeChildren);
}
/// <summary> Make a field for a serialized property. Manual node port override. </summary>
public static void PropertyField(SerializedProperty property, NodePort port, bool includeChildren = true, params GUILayoutOption[] options) {
public static void PropertyField(SerializedProperty property, NodePort port, bool includeChildren = true,
params GUILayoutOption[] options)
{
PropertyField(property, null, port, includeChildren, options);
}
/// <summary> Make a field for a serialized property. Manual node port override. </summary>
public static void PropertyField(SerializedProperty property, GUIContent label, NodePort port, bool includeChildren = true, params GUILayoutOption[] options) {
if (property == null) throw new NullReferenceException();
public static void PropertyField(SerializedProperty property, GUIContent label, NodePort port,
bool includeChildren = true, params GUILayoutOption[] options)
{
if (property == null)
{
throw new NullReferenceException();
}
// If property is not a port, display a regular property field
if (port == null) EditorGUILayout.PropertyField(property, label, includeChildren, GUILayout.MinWidth(30));
else {
if (port == null)
{
EditorGUILayout.PropertyField(property, label, includeChildren, GUILayout.MinWidth(30));
}
else
{
Rect rect = new Rect();
List<PropertyAttribute> propertyAttributes = NodeEditorUtilities.GetCachedPropertyAttribs(port.node.GetType(), property.name);
var propertyAttributes =
NodeEditorUtilities.GetCachedPropertyAttribs(port.node.GetType(), property.name);
// If property is an input, display a regular property field and put a port handle on the left side
if (port.direction == NodePort.IO.Input) {
if (port.direction == NodePort.IO.Input)
{
// Get data from [Input] attribute
Node.ShowBackingValue showBacking = Node.ShowBackingValue.Unconnected;
Node.InputAttribute inputAttribute;
bool dynamicPortList = false;
if (NodeEditorUtilities.GetCachedAttrib(port.node.GetType(), property.name, out inputAttribute)) {
if (NodeEditorUtilities.GetCachedAttrib(port.node.GetType(), property.name, out inputAttribute))
{
dynamicPortList = inputAttribute.dynamicPortList;
showBacking = inputAttribute.backingValue;
}
bool usePropertyAttributes = dynamicPortList ||
showBacking == Node.ShowBackingValue.Never ||
(showBacking == Node.ShowBackingValue.Unconnected && port.IsConnected);
showBacking == Node.ShowBackingValue.Never ||
showBacking == Node.ShowBackingValue.Unconnected && port.IsConnected;
float spacePadding = 0;
string tooltip = null;
foreach (var attr in propertyAttributes) {
if (attr is SpaceAttribute) {
if (usePropertyAttributes) GUILayout.Space((attr as SpaceAttribute).height);
else spacePadding += (attr as SpaceAttribute).height;
} else if (attr is HeaderAttribute) {
if (usePropertyAttributes) {
foreach (PropertyAttribute attr in propertyAttributes)
{
if (attr is SpaceAttribute)
{
if (usePropertyAttributes)
{
GUILayout.Space((attr as SpaceAttribute).height);
}
else
{
spacePadding += (attr as SpaceAttribute).height;
}
}
else if (attr is HeaderAttribute)
{
if (usePropertyAttributes)
{
//GUI Values are from https://github.com/Unity-Technologies/UnityCsReference/blob/master/Editor/Mono/ScriptAttributeGUI/Implementations/DecoratorDrawers.cs
Rect position = GUILayoutUtility.GetRect(0, (EditorGUIUtility.singleLineHeight * 1.5f) - EditorGUIUtility.standardVerticalSpacing); //Layout adds standardVerticalSpacing after rect so we subtract it.
Rect position = GUILayoutUtility.GetRect(0,
EditorGUIUtility.singleLineHeight * 1.5f -
EditorGUIUtility
.standardVerticalSpacing); //Layout adds standardVerticalSpacing after rect so we subtract it.
position.yMin += EditorGUIUtility.singleLineHeight * 0.5f;
position = EditorGUI.IndentedRect(position);
GUI.Label(position, (attr as HeaderAttribute).header, EditorStyles.boldLabel);
} else spacePadding += EditorGUIUtility.singleLineHeight * 1.5f;
} else if (attr is TooltipAttribute) {
}
else
{
spacePadding += EditorGUIUtility.singleLineHeight * 1.5f;
}
}
else if (attr is TooltipAttribute)
{
tooltip = (attr as TooltipAttribute).tooltip;
}
}
if (dynamicPortList) {
if (dynamicPortList)
{
Type type = GetType(property);
Node.ConnectionType connectionType = inputAttribute != null ? inputAttribute.connectionType : Node.ConnectionType.Multiple;
Node.ConnectionType connectionType = inputAttribute != null
? inputAttribute.connectionType
: Node.ConnectionType.Multiple;
DynamicPortList(property.name, type, property.serializedObject, port.direction, connectionType);
return;
}
switch (showBacking) {
switch (showBacking)
{
case Node.ShowBackingValue.Unconnected:
// Display a label if port is connected
if (port.IsConnected) EditorGUILayout.LabelField(label != null ? label : new GUIContent(property.displayName, tooltip));
if (port.IsConnected)
{
EditorGUILayout.LabelField(label != null
? label
: new GUIContent(property.displayName, tooltip));
}
// Display an editable property field if port is not connected
else EditorGUILayout.PropertyField(property, label, includeChildren, GUILayout.MinWidth(30));
else
{
EditorGUILayout.PropertyField(property, label, includeChildren, GUILayout.MinWidth(30));
}
break;
case Node.ShowBackingValue.Never:
// Display a label
EditorGUILayout.LabelField(label != null ? label : new GUIContent(property.displayName, tooltip));
EditorGUILayout.LabelField(label != null
? label
: new GUIContent(property.displayName, tooltip));
break;
case Node.ShowBackingValue.Always:
// Display an editable property field
@ -104,55 +165,94 @@ namespace XNodeEditor {
float paddingLeft = NodeEditorWindow.current.graphEditor.GetPortStyle(port).padding.left;
rect.position = rect.position - new Vector2(16 + paddingLeft, -spacePadding);
// If property is an output, display a text label and put a port handle on the right side
} else if (port.direction == NodePort.IO.Output) {
}
else if (port.direction == NodePort.IO.Output)
{
// Get data from [Output] attribute
Node.ShowBackingValue showBacking = Node.ShowBackingValue.Unconnected;
Node.OutputAttribute outputAttribute;
bool dynamicPortList = false;
if (NodeEditorUtilities.GetCachedAttrib(port.node.GetType(), property.name, out outputAttribute)) {
if (NodeEditorUtilities.GetCachedAttrib(port.node.GetType(), property.name, out outputAttribute))
{
dynamicPortList = outputAttribute.dynamicPortList;
showBacking = outputAttribute.backingValue;
}
bool usePropertyAttributes = dynamicPortList ||
showBacking == Node.ShowBackingValue.Never ||
(showBacking == Node.ShowBackingValue.Unconnected && port.IsConnected);
showBacking == Node.ShowBackingValue.Never ||
showBacking == Node.ShowBackingValue.Unconnected && port.IsConnected;
float spacePadding = 0;
string tooltip = null;
foreach (var attr in propertyAttributes) {
if (attr is SpaceAttribute) {
if (usePropertyAttributes) GUILayout.Space((attr as SpaceAttribute).height);
else spacePadding += (attr as SpaceAttribute).height;
} else if (attr is HeaderAttribute) {
if (usePropertyAttributes) {
foreach (PropertyAttribute attr in propertyAttributes)
{
if (attr is SpaceAttribute)
{
if (usePropertyAttributes)
{
GUILayout.Space((attr as SpaceAttribute).height);
}
else
{
spacePadding += (attr as SpaceAttribute).height;
}
}
else if (attr is HeaderAttribute)
{
if (usePropertyAttributes)
{
//GUI Values are from https://github.com/Unity-Technologies/UnityCsReference/blob/master/Editor/Mono/ScriptAttributeGUI/Implementations/DecoratorDrawers.cs
Rect position = GUILayoutUtility.GetRect(0, (EditorGUIUtility.singleLineHeight * 1.5f) - EditorGUIUtility.standardVerticalSpacing); //Layout adds standardVerticalSpacing after rect so we subtract it.
Rect position = GUILayoutUtility.GetRect(0,
EditorGUIUtility.singleLineHeight * 1.5f -
EditorGUIUtility
.standardVerticalSpacing); //Layout adds standardVerticalSpacing after rect so we subtract it.
position.yMin += EditorGUIUtility.singleLineHeight * 0.5f;
position = EditorGUI.IndentedRect(position);
GUI.Label(position, (attr as HeaderAttribute).header, EditorStyles.boldLabel);
} else spacePadding += EditorGUIUtility.singleLineHeight * 1.5f;
} else if (attr is TooltipAttribute) {
}
else
{
spacePadding += EditorGUIUtility.singleLineHeight * 1.5f;
}
}
else if (attr is TooltipAttribute)
{
tooltip = (attr as TooltipAttribute).tooltip;
}
}
if (dynamicPortList) {
if (dynamicPortList)
{
Type type = GetType(property);
Node.ConnectionType connectionType = outputAttribute != null ? outputAttribute.connectionType : Node.ConnectionType.Multiple;
Node.ConnectionType connectionType = outputAttribute != null
? outputAttribute.connectionType
: Node.ConnectionType.Multiple;
DynamicPortList(property.name, type, property.serializedObject, port.direction, connectionType);
return;
}
switch (showBacking) {
switch (showBacking)
{
case Node.ShowBackingValue.Unconnected:
// Display a label if port is connected
if (port.IsConnected) EditorGUILayout.LabelField(label != null ? label : new GUIContent(property.displayName, tooltip), NodeEditorResources.OutputPort, GUILayout.MinWidth(30));
if (port.IsConnected)
{
EditorGUILayout.LabelField(
label != null ? label : new GUIContent(property.displayName, tooltip),
NodeEditorResources.OutputPort, GUILayout.MinWidth(30));
}
// Display an editable property field if port is not connected
else EditorGUILayout.PropertyField(property, label, includeChildren, GUILayout.MinWidth(30));
else
{
EditorGUILayout.PropertyField(property, label, includeChildren, GUILayout.MinWidth(30));
}
break;
case Node.ShowBackingValue.Never:
// Display a label
EditorGUILayout.LabelField(label != null ? label : new GUIContent(property.displayName, tooltip), NodeEditorResources.OutputPort, GUILayout.MinWidth(30));
EditorGUILayout.LabelField(
label != null ? label : new GUIContent(property.displayName, tooltip),
NodeEditorResources.OutputPort, GUILayout.MinWidth(30));
break;
case Node.ShowBackingValue.Always:
// Display an editable property field
@ -178,26 +278,38 @@ namespace XNodeEditor {
}
}
private static System.Type GetType(SerializedProperty property) {
System.Type parentType = property.serializedObject.targetObject.GetType();
System.Reflection.FieldInfo fi = parentType.GetFieldInfo(property.name);
private static Type GetType(SerializedProperty property)
{
Type parentType = property.serializedObject.targetObject.GetType();
FieldInfo fi = parentType.GetFieldInfo(property.name);
return fi.FieldType;
}
/// <summary> Make a simple port field. </summary>
public static void PortField(NodePort port, params GUILayoutOption[] options) {
public static void PortField(NodePort port, params GUILayoutOption[] options)
{
PortField(null, port, options);
}
/// <summary> Make a simple port field. </summary>
public static void PortField(GUIContent label, NodePort port, params GUILayoutOption[] options) {
if (port == null) return;
if (options == null) options = new GUILayoutOption[] { GUILayout.MinWidth(30) };
public static void PortField(GUIContent label, NodePort port, params GUILayoutOption[] options)
{
if (port == null)
{
return;
}
if (options == null)
{
options = new[] { GUILayout.MinWidth(30) };
}
Vector2 position = Vector3.zero;
GUIContent content = label != null ? label : new GUIContent(ObjectNames.NicifyVariableName(port.fieldName));
// If property is an input, display a regular property field and put a port handle on the left side
if (port.direction == NodePort.IO.Input) {
if (port.direction == NodePort.IO.Input)
{
// Display a label
EditorGUILayout.LabelField(content, options);
@ -206,7 +318,8 @@ namespace XNodeEditor {
position = rect.position - new Vector2(16 + paddingLeft, 0);
}
// If property is an output, display a text label and put a port handle on the right side
else if (port.direction == NodePort.IO.Output) {
else if (port.direction == NodePort.IO.Output)
{
// Display a label
EditorGUILayout.LabelField(content, NodeEditorResources.OutputPort, options);
@ -214,12 +327,17 @@ namespace XNodeEditor {
rect.width += NodeEditorWindow.current.graphEditor.GetPortStyle(port).padding.right;
position = rect.position + new Vector2(rect.width, 0);
}
PortField(position, port);
}
/// <summary> Make a simple port field. </summary>
public static void PortField(Vector2 position, NodePort port) {
if (port == null) return;
public static void PortField(Vector2 position, NodePort port)
{
if (port == null)
{
return;
}
Rect rect = new Rect(position, new Vector2(16, 16));
@ -235,17 +353,25 @@ namespace XNodeEditor {
}
/// <summary> Add a port field to previous layout element. </summary>
public static void AddPortField(NodePort port) {
if (port == null) return;
public static void AddPortField(NodePort port)
{
if (port == null)
{
return;
}
Rect rect = new Rect();
// If property is an input, display a regular property field and put a port handle on the left side
if (port.direction == NodePort.IO.Input) {
if (port.direction == NodePort.IO.Input)
{
rect = GUILayoutUtility.GetLastRect();
float paddingLeft = NodeEditorWindow.current.graphEditor.GetPortStyle(port).padding.left;
rect.position = rect.position - new Vector2(16 + paddingLeft, 0);
// If property is an output, display a text label and put a port handle on the right side
} else if (port.direction == NodePort.IO.Output) {
}
else if (port.direction == NodePort.IO.Output)
{
rect = GUILayoutUtility.GetLastRect();
rect.width += NodeEditorWindow.current.graphEditor.GetPortStyle(port).padding.right;
rect.position = rect.position + new Vector2(rect.width, 0);
@ -265,22 +391,25 @@ namespace XNodeEditor {
}
/// <summary> Draws an input and an output port on the same line </summary>
public static void PortPair(NodePort input, NodePort output) {
public static void PortPair(NodePort input, NodePort output)
{
GUILayout.BeginHorizontal();
NodeEditorGUILayout.PortField(input, GUILayout.MinWidth(0));
NodeEditorGUILayout.PortField(output, GUILayout.MinWidth(0));
PortField(input, GUILayout.MinWidth(0));
PortField(output, GUILayout.MinWidth(0));
GUILayout.EndHorizontal();
}
/// <summary>
/// Draw the port
/// Draw the port
/// </summary>
/// <param name="rect">position and size</param>
/// <param name="backgroundColor">color for background texture of the port. Normaly used to Border</param>
/// <param name="typeColor"></param>
/// <param name="border">texture for border of the dot port</param>
/// <param name="dot">texture for the dot port</param>
public static void DrawPortHandle(Rect rect, Color backgroundColor, Color typeColor, Texture2D border, Texture2D dot) {
public static void DrawPortHandle(Rect rect, Color backgroundColor, Color typeColor, Texture2D border,
Texture2D dot)
{
Color col = GUI.color;
GUI.color = backgroundColor;
GUI.DrawTexture(rect, border);
@ -291,26 +420,42 @@ namespace XNodeEditor {
#region Obsolete
[Obsolete("Use IsDynamicPortListPort instead")]
public static bool IsInstancePortListPort(NodePort port) {
public static bool IsInstancePortListPort(NodePort port)
{
return IsDynamicPortListPort(port);
}
[Obsolete("Use DynamicPortList instead")]
public static void InstancePortList(string fieldName, Type type, SerializedObject serializedObject, NodePort.IO io, Node.ConnectionType connectionType = Node.ConnectionType.Multiple, Node.TypeConstraint typeConstraint = Node.TypeConstraint.None, Action<ReorderableList> onCreation = null) {
public static void InstancePortList(string fieldName, Type type, SerializedObject serializedObject,
NodePort.IO io, Node.ConnectionType connectionType = Node.ConnectionType.Multiple,
Node.TypeConstraint typeConstraint = Node.TypeConstraint.None, Action<ReorderableList> onCreation = null)
{
DynamicPortList(fieldName, type, serializedObject, io, connectionType, typeConstraint, onCreation);
}
#endregion
/// <summary> Is this port part of a DynamicPortList? </summary>
public static bool IsDynamicPortListPort(NodePort port) {
public static bool IsDynamicPortListPort(NodePort port)
{
string[] parts = port.fieldName.Split(' ');
if (parts.Length != 2) return false;
Dictionary<string, ReorderableList> cache;
if (reorderableListCache.TryGetValue(port.node, out cache)) {
ReorderableList list;
if (cache.TryGetValue(parts[0], out list)) return true;
if (parts.Length != 2)
{
return false;
}
Dictionary<string, ReorderableList> cache;
if (reorderableListCache.TryGetValue(port.node, out cache))
{
ReorderableList list;
if (cache.TryGetValue(parts[0], out list))
{
return true;
}
}
return false;
}
@ -320,119 +465,167 @@ 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, NodePort.IO io, Node.ConnectionType connectionType = Node.ConnectionType.Multiple, Node.TypeConstraint typeConstraint = Node.TypeConstraint.None, Action<ReorderableList> onCreation = null) {
public static void DynamicPortList(string fieldName, Type type, SerializedObject serializedObject,
NodePort.IO io, Node.ConnectionType connectionType = Node.ConnectionType.Multiple,
Node.TypeConstraint typeConstraint = Node.TypeConstraint.None, Action<ReorderableList> onCreation = null)
{
Node node = serializedObject.targetObject as Node;
var indexedPorts = node.DynamicPorts.Select(x => {
var indexedPorts = node.DynamicPorts.Select(x =>
{
string[] split = x.fieldName.Split(' ');
if (split != null && split.Length == 2 && split[0] == fieldName) {
if (split != null && split.Length == 2 && split[0] == fieldName)
{
int i = -1;
if (int.TryParse(split[1], out i)) {
if (int.TryParse(split[1], out i))
{
return new { index = i, port = x };
}
}
return new { index = -1, port = (NodePort)null };
}).Where(x => x.port != null);
List<NodePort> dynamicPorts = indexedPorts.OrderBy(x => x.index).Select(x => x.port).ToList();
var dynamicPorts = indexedPorts.OrderBy(x => x.index).Select(x => x.port).ToList();
node.UpdatePorts();
ReorderableList list = null;
Dictionary<string, ReorderableList> rlc;
if (reorderableListCache.TryGetValue(serializedObject.targetObject, out rlc)) {
if (!rlc.TryGetValue(fieldName, out list)) list = null;
if (reorderableListCache.TryGetValue(serializedObject.targetObject, out rlc))
{
if (!rlc.TryGetValue(fieldName, out list))
{
list = null;
}
}
// If a ReorderableList isn't cached for this array, do so.
if (list == null) {
if (list == null)
{
SerializedProperty arrayData = serializedObject.FindProperty(fieldName);
list = CreateReorderableList(fieldName, dynamicPorts, arrayData, type, serializedObject, io, connectionType, typeConstraint, onCreation);
if (reorderableListCache.TryGetValue(serializedObject.targetObject, out rlc)) rlc.Add(fieldName, list);
else reorderableListCache.Add(serializedObject.targetObject, new Dictionary<string, ReorderableList>() { { fieldName, list } });
list = CreateReorderableList(fieldName, dynamicPorts, arrayData, type, serializedObject, io,
connectionType, typeConstraint, onCreation);
if (reorderableListCache.TryGetValue(serializedObject.targetObject, out rlc))
{
rlc.Add(fieldName, list);
}
else
{
reorderableListCache.Add(serializedObject.targetObject,
new Dictionary<string, ReorderableList> { { fieldName, list } });
}
}
list.list = dynamicPorts;
list.DoLayoutList();
}
private static ReorderableList CreateReorderableList(string fieldName, List<NodePort> dynamicPorts, SerializedProperty arrayData, Type type, SerializedObject serializedObject, NodePort.IO io, Node.ConnectionType connectionType, Node.TypeConstraint typeConstraint, Action<ReorderableList> onCreation) {
private static ReorderableList CreateReorderableList(string fieldName, List<NodePort> dynamicPorts,
SerializedProperty arrayData, Type type, SerializedObject serializedObject, NodePort.IO io,
Node.ConnectionType connectionType, Node.TypeConstraint typeConstraint, Action<ReorderableList> onCreation)
{
bool hasArrayData = arrayData != null && arrayData.isArray;
Node node = serializedObject.targetObject as Node;
ReorderableList list = new ReorderableList(dynamicPorts, null, true, true, true, true);
string label = arrayData != null ? arrayData.displayName : ObjectNames.NicifyVariableName(fieldName);
list.drawElementCallback =
(Rect rect, int index, bool isActive, bool isFocused) => {
(rect, index, isActive, isFocused) =>
{
NodePort port = node.GetPort(fieldName + " " + index);
if (hasArrayData && arrayData.propertyType != SerializedPropertyType.String) {
if (arrayData.arraySize <= index) {
if (hasArrayData && arrayData.propertyType != SerializedPropertyType.String)
{
if (arrayData.arraySize <= index)
{
EditorGUI.LabelField(rect, "Array[" + index + "] data out of range");
return;
}
SerializedProperty itemData = arrayData.GetArrayElementAtIndex(index);
EditorGUI.PropertyField(rect, itemData, true);
} else EditorGUI.LabelField(rect, port != null ? port.fieldName : "");
if (port != null) {
Vector2 pos = rect.position + (port.IsOutput ? new Vector2(rect.width + 6, 0) : new Vector2(-36, 0));
NodeEditorGUILayout.PortField(pos, port);
}
else
{
EditorGUI.LabelField(rect, port != null ? port.fieldName : "");
}
if (port != null)
{
Vector2 pos = rect.position +
(port.IsOutput ? new Vector2(rect.width + 6, 0) : new Vector2(-36, 0));
PortField(pos, port);
}
};
list.elementHeightCallback =
(int index) => {
if (hasArrayData) {
if (arrayData.arraySize <= index) return EditorGUIUtility.singleLineHeight;
index =>
{
if (hasArrayData)
{
if (arrayData.arraySize <= index)
{
return EditorGUIUtility.singleLineHeight;
}
SerializedProperty itemData = arrayData.GetArrayElementAtIndex(index);
return EditorGUI.GetPropertyHeight(itemData);
} else return EditorGUIUtility.singleLineHeight;
}
return EditorGUIUtility.singleLineHeight;
};
list.drawHeaderCallback =
(Rect rect) => {
EditorGUI.LabelField(rect, label);
};
rect => { EditorGUI.LabelField(rect, label); };
list.onSelectCallback =
(ReorderableList rl) => {
reorderableListIndex = rl.index;
};
rl => { reorderableListIndex = rl.index; };
list.onReorderCallback =
(ReorderableList rl) => {
rl =>
{
serializedObject.Update();
bool hasRect = false;
bool hasNewRect = false;
Rect rect = Rect.zero;
Rect newRect = Rect.zero;
// Move up
if (rl.index > reorderableListIndex) {
for (int i = reorderableListIndex; i < rl.index; ++i) {
if (rl.index > reorderableListIndex)
{
for (int i = reorderableListIndex; i < rl.index; ++i)
{
NodePort port = node.GetPort(fieldName + " " + i);
NodePort nextPort = node.GetPort(fieldName + " " + (i + 1));
port.SwapConnections(nextPort);
// Swap cached positions to mitigate twitching
hasRect = NodeEditorWindow.current.portConnectionPoints.TryGetValue(port, out rect);
hasNewRect = NodeEditorWindow.current.portConnectionPoints.TryGetValue(nextPort, out newRect);
hasNewRect =
NodeEditorWindow.current.portConnectionPoints.TryGetValue(nextPort, out newRect);
NodeEditorWindow.current.portConnectionPoints[port] = hasNewRect ? newRect : rect;
NodeEditorWindow.current.portConnectionPoints[nextPort] = hasRect ? rect : newRect;
}
}
// Move down
else {
for (int i = reorderableListIndex; i > rl.index; --i) {
else
{
for (int i = reorderableListIndex; i > rl.index; --i)
{
NodePort port = node.GetPort(fieldName + " " + i);
NodePort nextPort = node.GetPort(fieldName + " " + (i - 1));
port.SwapConnections(nextPort);
// Swap cached positions to mitigate twitching
hasRect = NodeEditorWindow.current.portConnectionPoints.TryGetValue(port, out rect);
hasNewRect = NodeEditorWindow.current.portConnectionPoints.TryGetValue(nextPort, out newRect);
hasNewRect =
NodeEditorWindow.current.portConnectionPoints.TryGetValue(nextPort, out newRect);
NodeEditorWindow.current.portConnectionPoints[port] = hasNewRect ? newRect : rect;
NodeEditorWindow.current.portConnectionPoints[nextPort] = hasRect ? rect : newRect;
}
}
// Apply changes
serializedObject.ApplyModifiedProperties();
serializedObject.Update();
// Move array data if there is any
if (hasArrayData) {
if (hasArrayData)
{
arrayData.MoveArrayElement(reorderableListIndex, rl.index);
}
@ -443,98 +636,152 @@ namespace XNodeEditor {
EditorApplication.delayCall += NodeEditorWindow.current.Repaint;
};
list.onAddCallback =
(ReorderableList rl) => {
rl =>
{
// Add dynamic port postfixed with an index number
string newName = fieldName + " 0";
int i = 0;
while (node.HasPort(newName)) newName = fieldName + " " + (++i);
while (node.HasPort(newName))
{
newName = fieldName + " " + ++i;
}
if (io == NodePort.IO.Output)
{
node.AddDynamicOutput(type, connectionType, Node.TypeConstraint.None, newName);
}
else
{
node.AddDynamicInput(type, connectionType, typeConstraint, newName);
}
if (io == NodePort.IO.Output) node.AddDynamicOutput(type, connectionType, Node.TypeConstraint.None, newName);
else node.AddDynamicInput(type, connectionType, typeConstraint, newName);
serializedObject.Update();
EditorUtility.SetDirty(node);
if (hasArrayData) {
if (hasArrayData)
{
arrayData.InsertArrayElementAtIndex(arrayData.arraySize);
}
serializedObject.ApplyModifiedProperties();
};
list.onRemoveCallback =
(ReorderableList rl) => {
var indexedPorts = node.DynamicPorts.Select(x => {
rl =>
{
var indexedPorts = node.DynamicPorts.Select(x =>
{
string[] split = x.fieldName.Split(' ');
if (split != null && split.Length == 2 && split[0] == fieldName) {
if (split != null && split.Length == 2 && split[0] == fieldName)
{
int i = -1;
if (int.TryParse(split[1], out i)) {
if (int.TryParse(split[1], out i))
{
return new { index = i, port = x };
}
}
return new { index = -1, port = (NodePort)null };
}).Where(x => x.port != null);
dynamicPorts = indexedPorts.OrderBy(x => x.index).Select(x => x.port).ToList();
int index = rl.index;
if (dynamicPorts[index] == null) {
if (dynamicPorts[index] == null)
{
Debug.LogWarning("No port found at index " + index + " - Skipped");
} else if (dynamicPorts.Count <= index) {
Debug.LogWarning("DynamicPorts[" + index + "] out of range. Length was " + dynamicPorts.Count + " - Skipped");
} else {
}
else if (dynamicPorts.Count <= index)
{
Debug.LogWarning("DynamicPorts[" + index + "] out of range. Length was " + dynamicPorts.Count +
" - Skipped");
}
else
{
// Clear the removed ports connections
dynamicPorts[index].ClearConnections();
// Move following connections one step up to replace the missing connection
for (int k = index + 1; k < dynamicPorts.Count(); k++) {
for (int j = 0; j < dynamicPorts[k].ConnectionCount; j++) {
for (int k = index + 1; k < dynamicPorts.Count(); k++)
{
for (int j = 0; j < dynamicPorts[k].ConnectionCount; j++)
{
NodePort other = dynamicPorts[k].GetConnection(j);
dynamicPorts[k].Disconnect(other);
dynamicPorts[k - 1].Connect(other);
}
}
// Remove the last dynamic port, to avoid messing up the indexing
node.RemoveDynamicPort(dynamicPorts[dynamicPorts.Count() - 1].fieldName);
serializedObject.Update();
EditorUtility.SetDirty(node);
}
if (hasArrayData && arrayData.propertyType != SerializedPropertyType.String) {
if (arrayData.arraySize <= index) {
Debug.LogWarning("Attempted to remove array index " + index + " where only " + arrayData.arraySize + " exist - Skipped");
if (hasArrayData && arrayData.propertyType != SerializedPropertyType.String)
{
if (arrayData.arraySize <= index)
{
Debug.LogWarning("Attempted to remove array index " + index + " where only " +
arrayData.arraySize + " exist - Skipped");
Debug.Log(rl.list[0]);
return;
}
arrayData.DeleteArrayElementAtIndex(index);
// Error handling. If the following happens too often, file a bug report at https://github.com/Siccity/xNode/issues
if (dynamicPorts.Count <= arrayData.arraySize) {
while (dynamicPorts.Count <= arrayData.arraySize) {
if (dynamicPorts.Count <= arrayData.arraySize)
{
while (dynamicPorts.Count <= arrayData.arraySize)
{
arrayData.DeleteArrayElementAtIndex(arrayData.arraySize - 1);
}
UnityEngine.Debug.LogWarning("Array size exceeded dynamic ports size. Excess items removed.");
Debug.LogWarning("Array size exceeded dynamic ports size. Excess items removed.");
}
serializedObject.ApplyModifiedProperties();
serializedObject.Update();
}
};
if (hasArrayData) {
if (hasArrayData)
{
int dynamicPortCount = dynamicPorts.Count;
while (dynamicPortCount < arrayData.arraySize) {
while (dynamicPortCount < arrayData.arraySize)
{
// Add dynamic port postfixed with an index number
string newName = arrayData.name + " 0";
int i = 0;
while (node.HasPort(newName)) newName = arrayData.name + " " + (++i);
if (io == NodePort.IO.Output) node.AddDynamicOutput(type, connectionType, typeConstraint, newName);
else node.AddDynamicInput(type, connectionType, typeConstraint, newName);
while (node.HasPort(newName))
{
newName = arrayData.name + " " + ++i;
}
if (io == NodePort.IO.Output)
{
node.AddDynamicOutput(type, connectionType, typeConstraint, newName);
}
else
{
node.AddDynamicInput(type, connectionType, typeConstraint, newName);
}
EditorUtility.SetDirty(node);
dynamicPortCount++;
}
while (arrayData.arraySize < dynamicPortCount) {
while (arrayData.arraySize < dynamicPortCount)
{
arrayData.InsertArrayElementAtIndex(arrayData.arraySize);
}
serializedObject.ApplyModifiedProperties();
serializedObject.Update();
}
if (onCreation != null) onCreation(list);
if (onCreation != null)
{
onCreation(list);
}
return list;
}
}

View File

@ -3,33 +3,67 @@ using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
using UnityEngine.Serialization;
using Random = UnityEngine.Random;
namespace XNodeEditor {
public enum NoodlePath { Curvy, Straight, Angled, ShaderLab }
public enum NoodleStroke { Full, Dashed }
public static class NodeEditorPreferences {
namespace XNodeEditor
{
public enum NoodlePath
{
Curvy,
Straight,
Angled,
ShaderLab
}
public enum NoodleStroke
{
Full,
Dashed
}
public static class NodeEditorPreferences
{
/// <summary> The last editor we checked. This should be the one we modify </summary>
private static XNodeEditor.NodeGraphEditor lastEditor;
private static 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<Type, Color> typeColors = new Dictionary<Type, Color>();
private static Dictionary<string, Settings> settings = new Dictionary<string, Settings>();
private static readonly Dictionary<string, Settings> settings = new Dictionary<string, Settings>();
[System.Serializable]
public class Settings : ISerializationCallbackReceiver {
[Serializable]
public class Settings : ISerializationCallbackReceiver
{
[SerializeField] private Color32 _gridLineColor = new Color(.23f, .23f, .23f);
public Color32 gridLineColor { get { return _gridLineColor; } set { _gridLineColor = value; _gridTexture = null; _crossTexture = null; } }
public Color32 gridLineColor
{
get => _gridLineColor;
set
{
_gridLineColor = value;
_gridTexture = null;
_crossTexture = null;
}
}
[SerializeField] private Color32 _gridBgColor = new Color(.19f, .19f, .19f);
public Color32 gridBgColor { get { return _gridBgColor; } set { _gridBgColor = value; _gridTexture = null; } }
public Color32 gridBgColor
{
get => _gridBgColor;
set
{
_gridBgColor = value;
_gridTexture = null;
}
}
[Obsolete("Use maxZoom instead")]
public float zoomOutLimit { get { return maxZoom; } set { maxZoom = value; } }
public float zoomOutLimit
{
get => maxZoom;
set => maxZoom = value;
}
[UnityEngine.Serialization.FormerlySerializedAs("zoomOutLimit")]
[FormerlySerializedAs("zoomOutLimit")]
public float maxZoom = 5f;
public float minZoom = 1f;
public Color32 tintColor = new Color32(90, 97, 105, 255);
@ -49,63 +83,100 @@ namespace XNodeEditor {
public NoodleStroke noodleStroke = NoodleStroke.Full;
private Texture2D _gridTexture;
public Texture2D gridTexture {
get {
if (_gridTexture == null) _gridTexture = NodeEditorResources.GenerateGridTexture(gridLineColor, gridBgColor);
public Texture2D gridTexture
{
get
{
if (_gridTexture == null)
{
_gridTexture = NodeEditorResources.GenerateGridTexture(gridLineColor, gridBgColor);
}
return _gridTexture;
}
}
private Texture2D _crossTexture;
public Texture2D crossTexture {
get {
if (_crossTexture == null) _crossTexture = NodeEditorResources.GenerateCrossTexture(gridLineColor);
public Texture2D crossTexture
{
get
{
if (_crossTexture == null)
{
_crossTexture = NodeEditorResources.GenerateCrossTexture(gridLineColor);
}
return _crossTexture;
}
}
public void OnAfterDeserialize() {
public void OnAfterDeserialize()
{
// Deserialize typeColorsData
typeColors = new Dictionary<string, Color>();
string[] data = typeColorsData.Split(new char[] { ',' }, StringSplitOptions.RemoveEmptyEntries);
for (int i = 0; i < data.Length; i += 2) {
string[] data = typeColorsData.Split(new[] { ',' }, StringSplitOptions.RemoveEmptyEntries);
for (int i = 0; i < data.Length; i += 2)
{
Color col;
if (ColorUtility.TryParseHtmlString("#" + data[i + 1], out col)) {
if (ColorUtility.TryParseHtmlString("#" + data[i + 1], out col))
{
typeColors.Add(data[i], col);
}
}
}
public void OnBeforeSerialize() {
public void OnBeforeSerialize()
{
// Serialize typeColors
typeColorsData = "";
foreach (var item in typeColors) {
foreach (var item in typeColors)
{
typeColorsData += item.Key + "," + ColorUtility.ToHtmlStringRGB(item.Value) + ",";
}
}
}
/// <summary> Get settings of current active editor </summary>
public static Settings GetSettings() {
if (XNodeEditor.NodeEditorWindow.current == null) return new Settings();
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;
} else return null;
public static Settings GetSettings()
{
if (NodeEditorWindow.current == null)
{
return new Settings();
}
if (!settings.ContainsKey(lastKey)) VerifyLoaded();
if (lastEditor != NodeEditorWindow.current.graphEditor)
{
object[] attribs = NodeEditorWindow.current.graphEditor.GetType()
.GetCustomAttributes(typeof(NodeGraphEditor.CustomNodeGraphEditorAttribute), true);
if (attribs.Length == 1)
{
NodeGraphEditor.CustomNodeGraphEditorAttribute attrib =
attribs[0] as NodeGraphEditor.CustomNodeGraphEditorAttribute;
lastEditor = NodeEditorWindow.current.graphEditor;
lastKey = attrib.editorPrefsKey;
}
else
{
return null;
}
}
if (!settings.ContainsKey(lastKey))
{
VerifyLoaded();
}
return settings[lastKey];
}
#if UNITY_2019_1_OR_NEWER
[SettingsProvider]
public static SettingsProvider CreateXNodeSettingsProvider() {
SettingsProvider provider = new SettingsProvider("Preferences/Node Editor", SettingsScope.User) {
guiHandler = (searchContext) => { XNodeEditor.NodeEditorPreferences.PreferencesGUI(); },
keywords = new HashSet<string>(new [] { "xNode", "node", "editor", "graph", "connections", "noodles", "ports" })
public static SettingsProvider CreateXNodeSettingsProvider()
{
SettingsProvider provider = new SettingsProvider("Preferences/Node Editor", SettingsScope.User)
{
guiHandler = searchContext => { PreferencesGUI(); },
keywords = new HashSet<string>(new[]
{ "xNode", "node", "editor", "graph", "connections", "noodles", "ports" })
};
return provider;
}
@ -114,72 +185,110 @@ namespace XNodeEditor {
#if !UNITY_2019_1_OR_NEWER
[PreferenceItem("Node Editor")]
#endif
private static void PreferencesGUI() {
private static void PreferencesGUI()
{
VerifyLoaded();
Settings settings = NodeEditorPreferences.settings[lastKey];
if (GUILayout.Button(new GUIContent("Documentation", "https://github.com/Siccity/xNode/wiki"), GUILayout.Width(100))) Application.OpenURL("https://github.com/Siccity/xNode/wiki");
if (GUILayout.Button(new GUIContent("Documentation", "https://github.com/Siccity/xNode/wiki"),
GUILayout.Width(100)))
{
Application.OpenURL("https://github.com/Siccity/xNode/wiki");
}
EditorGUILayout.Space();
NodeSettingsGUI(lastKey, settings);
GridSettingsGUI(lastKey, settings);
SystemSettingsGUI(lastKey, settings);
TypeColorsGUI(lastKey, settings);
if (GUILayout.Button(new GUIContent("Set Default", "Reset all values to default"), GUILayout.Width(120))) {
if (GUILayout.Button(new GUIContent("Set Default", "Reset all values to default"), GUILayout.Width(120)))
{
ResetPrefs();
}
}
private static void GridSettingsGUI(string key, Settings settings) {
private static void GridSettingsGUI(string key, Settings settings)
{
//Label
EditorGUILayout.LabelField("Grid", EditorStyles.boldLabel);
settings.gridSnap = EditorGUILayout.Toggle(new GUIContent("Snap", "Hold CTRL in editor to invert"), settings.gridSnap);
settings.zoomToMouse = EditorGUILayout.Toggle(new GUIContent("Zoom to Mouse", "Zooms towards mouse position"), settings.zoomToMouse);
settings.gridSnap = EditorGUILayout.Toggle(new GUIContent("Snap", "Hold CTRL in editor to invert"),
settings.gridSnap);
settings.zoomToMouse =
EditorGUILayout.Toggle(new GUIContent("Zoom to Mouse", "Zooms towards mouse position"),
settings.zoomToMouse);
EditorGUILayout.LabelField("Zoom");
EditorGUI.indentLevel++;
settings.maxZoom = EditorGUILayout.FloatField(new GUIContent("Max", "Upper limit to zoom"), settings.maxZoom);
settings.minZoom = EditorGUILayout.FloatField(new GUIContent("Min", "Lower limit to zoom"), settings.minZoom);
settings.maxZoom =
EditorGUILayout.FloatField(new GUIContent("Max", "Upper limit to zoom"), settings.maxZoom);
settings.minZoom =
EditorGUILayout.FloatField(new GUIContent("Min", "Lower limit to zoom"), settings.minZoom);
EditorGUI.indentLevel--;
settings.gridLineColor = EditorGUILayout.ColorField("Color", settings.gridLineColor);
settings.gridBgColor = EditorGUILayout.ColorField(" ", settings.gridBgColor);
if (GUI.changed) {
if (GUI.changed)
{
SavePrefs(key, settings);
NodeEditorWindow.RepaintAll();
}
EditorGUILayout.Space();
}
private static void SystemSettingsGUI(string key, Settings settings) {
private static void SystemSettingsGUI(string key, Settings settings)
{
//Label
EditorGUILayout.LabelField("System", EditorStyles.boldLabel);
settings.autoSave = EditorGUILayout.Toggle(new GUIContent("Autosave", "Disable for better editor performance"), settings.autoSave);
settings.openOnCreate = EditorGUILayout.Toggle(new GUIContent("Open Editor on Create", "Disable to prevent openening the editor when creating a new graph"), settings.openOnCreate);
if (GUI.changed) SavePrefs(key, settings);
settings.autoSave =
EditorGUILayout.Toggle(new GUIContent("Autosave", "Disable for better editor performance"),
settings.autoSave);
settings.openOnCreate =
EditorGUILayout.Toggle(
new GUIContent("Open Editor on Create",
"Disable to prevent openening the editor when creating a new graph"), settings.openOnCreate);
if (GUI.changed)
{
SavePrefs(key, settings);
}
EditorGUILayout.Space();
}
private static void NodeSettingsGUI(string key, Settings settings) {
private static void NodeSettingsGUI(string key, Settings settings)
{
//Label
EditorGUILayout.LabelField("Node", EditorStyles.boldLabel);
settings.tintColor = EditorGUILayout.ColorField("Tint", settings.tintColor);
settings.highlightColor = EditorGUILayout.ColorField("Selection", settings.highlightColor);
settings.noodlePath = (NoodlePath) EditorGUILayout.EnumPopup("Noodle path", (Enum) settings.noodlePath);
settings.noodleThickness = EditorGUILayout.FloatField(new GUIContent("Noodle thickness", "Noodle Thickness of the node connections"), settings.noodleThickness);
settings.noodleStroke = (NoodleStroke) EditorGUILayout.EnumPopup("Noodle stroke", (Enum) settings.noodleStroke);
settings.noodlePath = (NoodlePath)EditorGUILayout.EnumPopup("Noodle path", settings.noodlePath);
settings.noodleThickness = EditorGUILayout.FloatField(
new GUIContent("Noodle thickness", "Noodle Thickness of the node connections"),
settings.noodleThickness);
settings.noodleStroke = (NoodleStroke)EditorGUILayout.EnumPopup("Noodle stroke", settings.noodleStroke);
settings.portTooltips = EditorGUILayout.Toggle("Port Tooltips", settings.portTooltips);
settings.dragToCreate = EditorGUILayout.Toggle(new GUIContent("Drag to Create", "Drag a port connection anywhere on the grid to create and connect a node"), settings.dragToCreate);
settings.createFilter = EditorGUILayout.Toggle(new GUIContent("Create Filter", "Only show nodes that are compatible with the selected port"), settings.createFilter);
settings.dragToCreate =
EditorGUILayout.Toggle(
new GUIContent("Drag to Create",
"Drag a port connection anywhere on the grid to create and connect a node"),
settings.dragToCreate);
settings.createFilter =
EditorGUILayout.Toggle(
new GUIContent("Create Filter", "Only show nodes that are compatible with the selected port"),
settings.createFilter);
//END
if (GUI.changed) {
if (GUI.changed)
{
SavePrefs(key, settings);
NodeEditorWindow.RepaintAll();
}
EditorGUILayout.Space();
}
private static void TypeColorsGUI(string key, Settings settings) {
private static void TypeColorsGUI(string key, Settings settings)
{
//Label
EditorGUILayout.LabelField("Types", EditorStyles.boldLabel);
@ -187,17 +296,26 @@ namespace XNodeEditor {
var typeColorKeys = new List<Type>(typeColors.Keys);
//Display type colors. Save them if they are edited by the user
foreach (var type in typeColorKeys) {
string typeColorKey = NodeEditorUtilities.PrettyName(type);
foreach (Type type in typeColorKeys)
{
string typeColorKey = type.PrettyName();
Color col = typeColors[type];
EditorGUI.BeginChangeCheck();
EditorGUILayout.BeginHorizontal();
col = EditorGUILayout.ColorField(typeColorKey, col);
EditorGUILayout.EndHorizontal();
if (EditorGUI.EndChangeCheck()) {
if (EditorGUI.EndChangeCheck())
{
typeColors[type] = col;
if (settings.typeColors.ContainsKey(typeColorKey)) settings.typeColors[typeColorKey] = col;
else settings.typeColors.Add(typeColorKey, col);
if (settings.typeColors.ContainsKey(typeColorKey))
{
settings.typeColors[typeColorKey] = col;
}
else
{
settings.typeColors.Add(typeColorKey, col);
}
SavePrefs(key, settings);
NodeEditorWindow.RepaintAll();
}
@ -205,59 +323,93 @@ namespace XNodeEditor {
}
/// <summary> Load prefs if they exist. Create if they don't </summary>
private static Settings LoadPrefs() {
private static Settings LoadPrefs()
{
// 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()));
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(lastKey)) EditorPrefs.DeleteKey(lastKey);
if (settings.ContainsKey(lastKey)) settings.Remove(lastKey);
public static void ResetPrefs()
{
if (EditorPrefs.HasKey(lastKey))
{
EditorPrefs.DeleteKey(lastKey);
}
if (settings.ContainsKey(lastKey))
{
settings.Remove(lastKey);
}
typeColors = new Dictionary<Type, Color>();
VerifyLoaded();
NodeEditorWindow.RepaintAll();
}
/// <summary> Save preferences in EditorPrefs </summary>
private static void SavePrefs(string key, Settings settings) {
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.ContainsKey(lastKey)) settings.Add(lastKey, LoadPrefs());
private static void VerifyLoaded()
{
if (!settings.ContainsKey(lastKey))
{
settings.Add(lastKey, LoadPrefs());
}
}
/// <summary> Return color based on type </summary>
public static Color GetTypeColor(System.Type type) {
public static Color GetTypeColor(Type type)
{
VerifyLoaded();
if (type == null) return Color.gray;
if (type == null)
{
return Color.gray;
}
Color col;
if (!typeColors.TryGetValue(type, out col)) {
if (!typeColors.TryGetValue(type, out col))
{
string typeName = type.PrettyName();
if (settings[lastKey].typeColors.ContainsKey(typeName)) typeColors.Add(type, settings[lastKey].typeColors[typeName]);
else {
if (settings[lastKey].typeColors.ContainsKey(typeName))
{
typeColors.Add(type, settings[lastKey].typeColors[typeName]);
}
else
{
#if UNITY_5_4_OR_NEWER
UnityEngine.Random.State oldState = UnityEngine.Random.state;
UnityEngine.Random.InitState(typeName.GetHashCode());
Random.State oldState = Random.state;
Random.InitState(typeName.GetHashCode());
#else
int oldSeed = UnityEngine.Random.seed;
UnityEngine.Random.seed = typeName.GetHashCode();
#endif
col = new Color(UnityEngine.Random.value, UnityEngine.Random.value, UnityEngine.Random.value);
col = new Color(Random.value, Random.value, Random.value);
typeColors.Add(type, col);
#if UNITY_5_4_OR_NEWER
UnityEngine.Random.state = oldState;
Random.state = oldState;
#else
UnityEngine.Random.seed = oldSeed;
#endif
}
}
return col;
}
}

View File

@ -1,99 +1,138 @@
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using System.Reflection;
using UnityEditor;
using UnityEngine;
using XNode;
using Object = UnityEngine.Object;
#if UNITY_2019_1_OR_NEWER && USE_ADVANCED_GENERIC_MENU
using GenericMenu = XNodeEditor.AdvancedGenericMenu;
#endif
namespace XNodeEditor {
namespace XNodeEditor
{
/// <summary> Contains reflection-related extensions built for xNode </summary>
public static class NodeEditorReflection {
public static class NodeEditorReflection
{
[NonSerialized] private static Dictionary<Type, Color> nodeTint;
[NonSerialized] private static Dictionary<Type, int> nodeWidth;
/// <summary> All available node types </summary>
public static Type[] nodeTypes { get { return _nodeTypes != null ? _nodeTypes : _nodeTypes = GetNodeTypes(); } }
public static Type[] nodeTypes => _nodeTypes != null ? _nodeTypes : _nodeTypes = GetNodeTypes();
[NonSerialized] private static Type[] _nodeTypes = null;
[NonSerialized] private static Type[] _nodeTypes;
/// <summary> Return a delegate used to determine whether window is docked or not. It is faster to cache this delegate than run the reflection required each time. </summary>
public static Func<bool> GetIsDockedDelegate(this EditorWindow window) {
BindingFlags fullBinding = BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Instance | BindingFlags.Static;
public static Func<bool> GetIsDockedDelegate(this EditorWindow window)
{
BindingFlags fullBinding = BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Instance |
BindingFlags.Static;
MethodInfo isDockedMethod = typeof(EditorWindow).GetProperty("docked", fullBinding).GetGetMethod(true);
return (Func<bool>) Delegate.CreateDelegate(typeof(Func<bool>), window, isDockedMethod);
return (Func<bool>)Delegate.CreateDelegate(typeof(Func<bool>), window, isDockedMethod);
}
public static Type[] GetNodeTypes() {
public static Type[] GetNodeTypes()
{
//Get all classes deriving from Node via reflection
return GetDerivedTypes(typeof(Node));
}
/// <summary> Custom node tint colors defined with [NodeColor(r, g, b)] </summary>
public static bool TryGetAttributeTint(this Type nodeType, out Color tint) {
if (nodeTint == null) {
public static bool TryGetAttributeTint(this Type nodeType, out Color tint)
{
if (nodeTint == null)
{
CacheAttributes<Color, Node.NodeTintAttribute>(ref nodeTint, x => x.color);
}
return nodeTint.TryGetValue(nodeType, out tint);
}
/// <summary> Get custom node widths defined with [NodeWidth(width)] </summary>
public static bool TryGetAttributeWidth(this Type nodeType, out int width) {
if (nodeWidth == null) {
public static bool TryGetAttributeWidth(this Type nodeType, out int width)
{
if (nodeWidth == null)
{
CacheAttributes<int, Node.NodeWidthAttribute>(ref nodeWidth, x => x.width);
}
return nodeWidth.TryGetValue(nodeType, out width);
}
private static void CacheAttributes<V, A>(ref Dictionary<Type, V> dict, Func<A, V> getter) where A : Attribute {
private static void CacheAttributes<V, A>(ref Dictionary<Type, V> dict, Func<A, V> getter) where A : Attribute
{
dict = new Dictionary<Type, V>();
for (int i = 0; i < nodeTypes.Length; i++) {
for (int i = 0; i < nodeTypes.Length; i++)
{
object[] attribs = nodeTypes[i].GetCustomAttributes(typeof(A), true);
if (attribs == null || attribs.Length == 0) continue;
if (attribs == null || attribs.Length == 0)
{
continue;
}
A attrib = attribs[0] as A;
dict.Add(nodeTypes[i], getter(attrib));
}
}
/// <summary> Get FieldInfo of a field, including those that are private and/or inherited </summary>
public static FieldInfo GetFieldInfo(this Type type, string fieldName) {
public static FieldInfo GetFieldInfo(this Type type, string fieldName)
{
// If we can't find field in the first run, it's probably a private field in a base class.
FieldInfo field = type.GetField(fieldName, BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Instance);
FieldInfo field = type.GetField(fieldName,
BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Instance);
// Search base classes for private fields only. Public fields are found above
while (field == null && (type = type.BaseType) != typeof(Node)) field = type.GetField(fieldName, BindingFlags.NonPublic | BindingFlags.Instance);
while (field == null && (type = type.BaseType) != typeof(Node))
{
field = type.GetField(fieldName, BindingFlags.NonPublic | BindingFlags.Instance);
}
return field;
}
/// <summary> Get all classes deriving from baseType via reflection </summary>
public static Type[] GetDerivedTypes(this Type baseType) {
List<System.Type> types = new List<System.Type>();
System.Reflection.Assembly[] assemblies = System.AppDomain.CurrentDomain.GetAssemblies();
foreach (Assembly assembly in assemblies) {
try {
types.AddRange(assembly.GetTypes().Where(t => !t.IsAbstract && baseType.IsAssignableFrom(t)).ToArray());
} catch (ReflectionTypeLoadException) { }
public static Type[] GetDerivedTypes(this Type baseType)
{
var types = new List<Type>();
var assemblies = AppDomain.CurrentDomain.GetAssemblies();
foreach (Assembly assembly in assemblies)
{
try
{
types.AddRange(assembly.GetTypes().Where(t => !t.IsAbstract && baseType.IsAssignableFrom(t))
.ToArray());
}
catch (ReflectionTypeLoadException) {}
}
return types.ToArray();
}
/// <summary> Find methods marked with the [ContextMenu] attribute and add them to the context menu </summary>
public static void AddCustomContextMenuItems(this GenericMenu contextMenu, object obj) {
KeyValuePair<ContextMenu, MethodInfo>[] items = GetContextMenuMethods(obj);
if (items.Length != 0) {
public static void AddCustomContextMenuItems(this GenericMenu contextMenu, object obj)
{
var items = GetContextMenuMethods(obj);
if (items.Length != 0)
{
contextMenu.AddSeparator("");
List<string> invalidatedEntries = new List<string>();
foreach (KeyValuePair<ContextMenu, MethodInfo> checkValidate in items) {
if (checkValidate.Key.validate && !(bool) checkValidate.Value.Invoke(obj, null)) {
var invalidatedEntries = new List<string>();
foreach (var checkValidate in items)
{
if (checkValidate.Key.validate && !(bool)checkValidate.Value.Invoke(obj, null))
{
invalidatedEntries.Add(checkValidate.Key.menuItem);
}
}
for (int i = 0; i < items.Length; i++) {
KeyValuePair<ContextMenu, MethodInfo> kvp = items[i];
if (invalidatedEntries.Contains(kvp.Key.menuItem)) {
for (int i = 0; i < items.Length; i++)
{
var kvp = items[i];
if (invalidatedEntries.Contains(kvp.Key.menuItem))
{
contextMenu.AddDisabledItem(new GUIContent(kvp.Key.menuItem));
} else {
}
else
{
contextMenu.AddItem(new GUIContent(kvp.Key.menuItem), false, () => kvp.Value.Invoke(obj, null));
}
}
@ -101,31 +140,51 @@ namespace XNodeEditor {
}
/// <summary> Call OnValidate on target </summary>
public static void TriggerOnValidate(this UnityEngine.Object target) {
System.Reflection.MethodInfo onValidate = null;
if (target != null) {
onValidate = target.GetType().GetMethod("OnValidate", BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Instance);
if (onValidate != null) onValidate.Invoke(target, null);
public static void TriggerOnValidate(this Object target)
{
MethodInfo onValidate = null;
if (target != null)
{
onValidate = target.GetType().GetMethod("OnValidate",
BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Instance);
if (onValidate != null)
{
onValidate.Invoke(target, null);
}
}
}
public static KeyValuePair<ContextMenu, MethodInfo>[] GetContextMenuMethods(object 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);
List<KeyValuePair<ContextMenu, MethodInfo>> kvp = new List<KeyValuePair<ContextMenu, MethodInfo>>();
for (int i = 0; i < methods.Length; i++) {
ContextMenu[] attribs = methods[i].GetCustomAttributes(typeof(ContextMenu), true).Select(x => x as ContextMenu).ToArray();
if (attribs == null || attribs.Length == 0) continue;
if (methods[i].GetParameters().Length != 0) {
Debug.LogWarning("Method " + methods[i].DeclaringType.Name + "." + methods[i].Name + " has parameters and cannot be used for context menu commands.");
continue;
}
if (methods[i].IsStatic) {
Debug.LogWarning("Method " + methods[i].DeclaringType.Name + "." + methods[i].Name + " is static and cannot be used for context menu commands.");
var methods = type.GetMethods(BindingFlags.Instance | BindingFlags.Static | BindingFlags.Public |
BindingFlags.NonPublic);
var kvp = new List<KeyValuePair<ContextMenu, MethodInfo>>();
for (int i = 0; i < methods.Length; i++)
{
var attribs = methods[i].GetCustomAttributes(typeof(ContextMenu), true).Select(x => x as ContextMenu)
.ToArray();
if (attribs == null || attribs.Length == 0)
{
continue;
}
for (int k = 0; k < attribs.Length; k++) {
if (methods[i].GetParameters().Length != 0)
{
Debug.LogWarning("Method " + methods[i].DeclaringType.Name + "." + methods[i].Name +
" has parameters and cannot be used for context menu commands.");
continue;
}
if (methods[i].IsStatic)
{
Debug.LogWarning("Method " + methods[i].DeclaringType.Name + "." + methods[i].Name +
" is static and cannot be used for context menu commands.");
continue;
}
for (int k = 0; k < attribs.Length; k++)
{
kvp.Add(new KeyValuePair<ContextMenu, MethodInfo>(attribs[k], methods[i]));
}
}
@ -137,8 +196,10 @@ namespace XNodeEditor {
}
/// <summary> Very crude. Uses a lot of reflection. </summary>
public static void OpenPreferences() {
try {
public static void OpenPreferences()
{
try
{
#if UNITY_2018_3_OR_NEWER
SettingsService.OpenUserPreferences("Preferences/Node Editor");
#else
@ -151,8 +212,10 @@ namespace XNodeEditor {
EditorWindow window = EditorWindow.GetWindow(type);
//Make sure custom sections are added (because waiting for it to happen automatically is too slow)
FieldInfo refreshField = type.GetField("m_RefreshCustomPreferences", BindingFlags.NonPublic | BindingFlags.Instance);
if ((bool) refreshField.GetValue(window)) {
FieldInfo refreshField =
type.GetField("m_RefreshCustomPreferences", BindingFlags.NonPublic | BindingFlags.Instance);
if ((bool)refreshField.GetValue(window))
{
type.GetMethod("AddCustomSections", BindingFlags.NonPublic | BindingFlags.Instance).Invoke(window, null);
refreshField.SetValue(window, false);
}
@ -162,21 +225,28 @@ namespace XNodeEditor {
IList sections = sectionsField.GetValue(window) as IList;
//Iterate through sections and check contents
Type sectionType = sectionsField.FieldType.GetGenericArguments() [0];
FieldInfo sectionContentField = sectionType.GetField("content", BindingFlags.Instance | BindingFlags.Public);
for (int i = 0; i < sections.Count; i++) {
Type sectionType = sectionsField.FieldType.GetGenericArguments()[0];
FieldInfo sectionContentField =
sectionType.GetField("content", BindingFlags.Instance | BindingFlags.Public);
for (int i = 0; i < sections.Count; i++)
{
GUIContent sectionContent = sectionContentField.GetValue(sections[i]) as GUIContent;
if (sectionContent.text == "Node Editor") {
if (sectionContent.text == "Node Editor")
{
//Found contents - Set index
FieldInfo sectionIndexField = type.GetField("m_SelectedSectionIndex", BindingFlags.Instance | BindingFlags.NonPublic);
FieldInfo sectionIndexField =
type.GetField("m_SelectedSectionIndex", BindingFlags.Instance | BindingFlags.NonPublic);
sectionIndexField.SetValue(window, i);
return;
}
}
#endif
} catch (Exception e) {
}
catch (Exception e)
{
Debug.LogError(e);
Debug.LogWarning("Unity has changed around internally. Can't open properties through reflection. Please contact xNode developer and supply unity version number.");
Debug.LogWarning(
"Unity has changed around internally. Can't open properties through reflection. Please contact xNode developer and supply unity version number.");
}
}
}

View File

@ -1,26 +1,34 @@
using UnityEditor;
using UnityEngine;
namespace XNodeEditor {
public static class NodeEditorResources {
namespace XNodeEditor
{
public static class NodeEditorResources
{
// Textures
public static Texture2D dot { get { return _dot != null ? _dot : _dot = Resources.Load<Texture2D>("xnode_dot"); } }
public static Texture2D dot => _dot != null ? _dot : _dot = Resources.Load<Texture2D>("xnode_dot");
private static Texture2D _dot;
public static Texture2D dotOuter { get { return _dotOuter != null ? _dotOuter : _dotOuter = Resources.Load<Texture2D>("xnode_dot_outer"); } }
public static Texture2D dotOuter =>
_dotOuter != null ? _dotOuter : _dotOuter = Resources.Load<Texture2D>("xnode_dot_outer");
private static Texture2D _dotOuter;
public static Texture2D nodeBody { get { return _nodeBody != null ? _nodeBody : _nodeBody = Resources.Load<Texture2D>("xnode_node"); } }
public static Texture2D nodeBody =>
_nodeBody != null ? _nodeBody : _nodeBody = Resources.Load<Texture2D>("xnode_node");
private static Texture2D _nodeBody;
public static Texture2D nodeHighlight { get { return _nodeHighlight != null ? _nodeHighlight : _nodeHighlight = Resources.Load<Texture2D>("xnode_node_highlight"); } }
public static Texture2D nodeHighlight => _nodeHighlight != null
? _nodeHighlight
: _nodeHighlight = Resources.Load<Texture2D>("xnode_node_highlight");
private static Texture2D _nodeHighlight;
// Styles
public static Styles styles { get { return _styles != null ? _styles : _styles = new Styles(); } }
public static Styles _styles = null;
public static GUIStyle OutputPort { get { return new GUIStyle(EditorStyles.label) { alignment = TextAnchor.UpperRight }; } }
public class Styles {
public static Styles styles => _styles != null ? _styles : _styles = new Styles();
public static Styles _styles;
public static GUIStyle OutputPort => new GUIStyle(EditorStyles.label) { alignment = TextAnchor.UpperRight };
public class Styles
{
public GUIStyle inputPort, outputPort, nodeHeader, nodeBody, tooltip, nodeHighlight;
public Styles() {
public Styles()
{
GUIStyle baseStyle = new GUIStyle("Label");
baseStyle.fixedHeight = 18;
@ -55,17 +63,29 @@ namespace XNodeEditor {
}
}
public static Texture2D GenerateGridTexture(Color line, Color bg) {
public static Texture2D GenerateGridTexture(Color line, Color bg)
{
Texture2D tex = new Texture2D(64, 64);
Color[] cols = new Color[64 * 64];
for (int y = 0; y < 64; y++) {
for (int x = 0; x < 64; x++) {
var cols = new Color[64 * 64];
for (int y = 0; y < 64; y++)
{
for (int x = 0; x < 64; x++)
{
Color col = bg;
if (y % 16 == 0 || x % 16 == 0) col = Color.Lerp(line, bg, 0.65f);
if (y == 63 || x == 63) col = Color.Lerp(line, bg, 0.35f);
cols[(y * 64) + x] = col;
if (y % 16 == 0 || x % 16 == 0)
{
col = Color.Lerp(line, bg, 0.65f);
}
if (y == 63 || x == 63)
{
col = Color.Lerp(line, bg, 0.35f);
}
cols[y * 64 + x] = col;
}
}
tex.SetPixels(cols);
tex.wrapMode = TextureWrapMode.Repeat;
tex.filterMode = FilterMode.Bilinear;
@ -74,16 +94,24 @@ namespace XNodeEditor {
return tex;
}
public static Texture2D GenerateCrossTexture(Color line) {
public static Texture2D GenerateCrossTexture(Color line)
{
Texture2D tex = new Texture2D(64, 64);
Color[] cols = new Color[64 * 64];
for (int y = 0; y < 64; y++) {
for (int x = 0; x < 64; x++) {
var cols = new Color[64 * 64];
for (int y = 0; y < 64; y++)
{
for (int x = 0; x < 64; x++)
{
Color col = line;
if (y != 31 && x != 31) col.a = 0;
cols[(y * 64) + x] = col;
if (y != 31 && x != 31)
{
col.a = 0;
}
cols[y * 64 + x] = col;
}
}
tex.SetPixels(cols);
tex.wrapMode = TextureWrapMode.Clamp;
tex.filterMode = FilterMode.Bilinear;

View File

@ -5,82 +5,108 @@ using System.Linq;
using System.Reflection;
using System.Text;
using UnityEditor;
using UnityEditor.ProjectWindowCallback;
using UnityEngine;
using XNode;
using Object = UnityEngine.Object;
namespace XNodeEditor {
namespace XNodeEditor
{
/// <summary> A set of editor-only utilities and extensions for xNode </summary>
public static class NodeEditorUtilities {
public static class NodeEditorUtilities
{
/// <summary>C#'s Script Icon [The one MonoBhevaiour Scripts have].</summary>
private static Texture2D scriptIcon = (EditorGUIUtility.IconContent("cs Script Icon").image as Texture2D);
private static readonly Texture2D
scriptIcon = EditorGUIUtility.IconContent("cs Script Icon").image as Texture2D;
/// Saves Attribute from Type+Field for faster lookup. Resets on recompiles.
private static Dictionary<Type, Dictionary<string, Dictionary<Type, Attribute>>> typeAttributes = new Dictionary<Type, Dictionary<string, Dictionary<Type, Attribute>>>();
private static readonly Dictionary<Type, Dictionary<string, Dictionary<Type, Attribute>>> typeAttributes =
new Dictionary<Type, Dictionary<string, Dictionary<Type, Attribute>>>();
/// Saves ordered PropertyAttribute from Type+Field for faster lookup. Resets on recompiles.
private static Dictionary<Type, Dictionary<string, List<PropertyAttribute>>> typeOrderedPropertyAttributes = new Dictionary<Type, Dictionary<string, List<PropertyAttribute>>>();
private static readonly Dictionary<Type, Dictionary<string, List<PropertyAttribute>>>
typeOrderedPropertyAttributes = new Dictionary<Type, Dictionary<string, List<PropertyAttribute>>>();
public static bool GetAttrib<T>(Type classType, out T attribOut) where T : Attribute {
public static bool GetAttrib<T>(Type classType, out T attribOut) where T : Attribute
{
object[] attribs = classType.GetCustomAttributes(typeof(T), false);
return GetAttrib(attribs, out attribOut);
}
public static bool GetAttrib<T>(object[] attribs, out T attribOut) where T : Attribute {
for (int i = 0; i < attribs.Length; i++) {
if (attribs[i] is T) {
public static bool GetAttrib<T>(object[] attribs, out T attribOut) where T : Attribute
{
for (int i = 0; i < attribs.Length; i++)
{
if (attribs[i] is T)
{
attribOut = attribs[i] as T;
return true;
}
}
attribOut = null;
return false;
}
public static bool GetAttrib<T>(Type classType, string fieldName, out T attribOut) where T : Attribute {
public static bool GetAttrib<T>(Type classType, string fieldName, out T attribOut) where T : Attribute
{
// If we can't find field in the first run, it's probably a private field in a base class.
FieldInfo field = classType.GetFieldInfo(fieldName);
// This shouldn't happen. Ever.
if (field == null) {
if (field == null)
{
Debug.LogWarning("Field " + fieldName + " couldnt be found");
attribOut = null;
return false;
}
object[] attribs = field.GetCustomAttributes(typeof(T), true);
return GetAttrib(attribs, out attribOut);
}
public static bool HasAttrib<T>(object[] attribs) where T : Attribute {
for (int i = 0; i < attribs.Length; i++) {
if (attribs[i].GetType() == typeof(T)) {
public static bool HasAttrib<T>(object[] attribs) where T : Attribute
{
for (int i = 0; i < attribs.Length; i++)
{
if (attribs[i].GetType() == typeof(T))
{
return true;
}
}
return false;
}
public static bool GetCachedAttrib<T>(Type classType, string fieldName, out T attribOut) where T : Attribute {
public static bool GetCachedAttrib<T>(Type classType, string fieldName, out T attribOut) where T : Attribute
{
Dictionary<string, Dictionary<Type, Attribute>> typeFields;
if (!typeAttributes.TryGetValue(classType, out typeFields)) {
if (!typeAttributes.TryGetValue(classType, out typeFields))
{
typeFields = new Dictionary<string, Dictionary<Type, Attribute>>();
typeAttributes.Add(classType, typeFields);
}
Dictionary<Type, Attribute> typeTypes;
if (!typeFields.TryGetValue(fieldName, out typeTypes)) {
if (!typeFields.TryGetValue(fieldName, out typeTypes))
{
typeTypes = new Dictionary<Type, Attribute>();
typeFields.Add(fieldName, typeTypes);
}
Attribute attr;
if (!typeTypes.TryGetValue(typeof(T), out attr)) {
if (GetAttrib<T>(classType, fieldName, out attribOut)) {
if (!typeTypes.TryGetValue(typeof(T), out attr))
{
if (GetAttrib(classType, fieldName, out attribOut))
{
typeTypes.Add(typeof(T), attribOut);
return true;
} else typeTypes.Add(typeof(T), null);
}
typeTypes.Add(typeof(T), null);
}
if (attr == null) {
if (attr == null)
{
attribOut = null;
return false;
}
@ -89,15 +115,18 @@ namespace XNodeEditor {
return true;
}
public static List<PropertyAttribute> GetCachedPropertyAttribs(Type classType, string fieldName) {
public static List<PropertyAttribute> GetCachedPropertyAttribs(Type classType, string fieldName)
{
Dictionary<string, List<PropertyAttribute>> typeFields;
if (!typeOrderedPropertyAttributes.TryGetValue(classType, out typeFields)) {
if (!typeOrderedPropertyAttributes.TryGetValue(classType, out typeFields))
{
typeFields = new Dictionary<string, List<PropertyAttribute>>();
typeOrderedPropertyAttributes.Add(classType, typeFields);
}
List<PropertyAttribute> typeAttributes;
if (!typeFields.TryGetValue(fieldName, out typeAttributes)) {
if (!typeFields.TryGetValue(fieldName, out typeAttributes))
{
FieldInfo field = classType.GetFieldInfo(fieldName);
object[] attribs = field.GetCustomAttributes(typeof(PropertyAttribute), true);
typeAttributes = attribs.Cast<PropertyAttribute>().Reverse().ToList(); //Unity draws them in reverse
@ -107,7 +136,8 @@ namespace XNodeEditor {
return typeAttributes;
}
public static bool IsMac() {
public static bool IsMac()
{
#if UNITY_2017_1_OR_NEWER
return SystemInfo.operatingSystemFamily == OperatingSystemFamily.MacOSX;
#else
@ -115,36 +145,48 @@ namespace XNodeEditor {
#endif
}
/// <summary> Returns true if this can be casted to <see cref="Type"/></summary>
public static bool IsCastableTo(this Type from, Type to) {
if (to.IsAssignableFrom(from)) return true;
/// <summary> Returns true if this can be casted to <see cref="Type" /></summary>
public static bool IsCastableTo(this Type from, Type to)
{
if (to.IsAssignableFrom(from))
{
return true;
}
var methods = from.GetMethods(BindingFlags.Public | BindingFlags.Static)
.Where(
m => m.ReturnType == to &&
(m.Name == "op_Implicit" ||
m.Name == "op_Explicit")
(m.Name == "op_Implicit" ||
m.Name == "op_Explicit")
);
return methods.Count() > 0;
}
/// <summary>
/// Looking for ports with value Type compatible with a given type.
/// Looking for ports with value Type compatible with a given type.
/// </summary>
/// <param name="nodeType">Node to search</param>
/// <param name="compatibleType">Type to find compatiblities</param>
/// <param name="direction"></param>
/// <returns>True if NodeType has some port with value type compatible</returns>
public static bool HasCompatiblePortType(Type nodeType, Type compatibleType, NodePort.IO direction = NodePort.IO.Input) {
public static bool HasCompatiblePortType(Type nodeType, Type compatibleType,
NodePort.IO direction = NodePort.IO.Input)
{
Type findType = typeof(Node.InputAttribute);
if (direction == NodePort.IO.Output)
{
findType = typeof(Node.OutputAttribute);
}
//Get All fields from node type and we go filter only field with portAttribute.
//This way is possible to know the values of the all ports and if have some with compatible value tue
foreach (FieldInfo f in NodeDataCache.GetNodeFields(nodeType)) {
var portAttribute = f.GetCustomAttributes(findType, false).FirstOrDefault();
if (portAttribute != null) {
if (IsCastableTo(f.FieldType, compatibleType)) {
foreach (FieldInfo f in NodeDataCache.GetNodeFields(nodeType))
{
object portAttribute = f.GetCustomAttributes(findType, false).FirstOrDefault();
if (portAttribute != null)
{
if (IsCastableTo(f.FieldType, compatibleType))
{
return true;
}
}
@ -154,22 +196,33 @@ namespace XNodeEditor {
}
/// <summary>
/// Filter only node types that contains some port value type compatible with an given type
/// Filter only node types that contains some port value type compatible with an given type
/// </summary>
/// <param name="nodeTypes">List with all nodes type to filter</param>
/// <param name="compatibleType">Compatible Type to Filter</param>
/// <returns>Return Only Node Types with ports compatible, or an empty list</returns>
public static List<Type> GetCompatibleNodesTypes(Type[] nodeTypes, Type compatibleType, NodePort.IO direction = NodePort.IO.Input) {
public static List<Type> GetCompatibleNodesTypes(Type[] nodeTypes, Type compatibleType,
NodePort.IO direction = NodePort.IO.Input)
{
//Result List
List<Type> filteredTypes = new List<Type>();
var filteredTypes = new List<Type>();
//Return empty list
if (nodeTypes == null) { return filteredTypes; }
if (compatibleType == null) { return filteredTypes; }
if (nodeTypes == null)
{
return filteredTypes;
}
if (compatibleType == null)
{
return filteredTypes;
}
//Find compatiblity
foreach (Type findType in nodeTypes) {
if (HasCompatiblePortType(findType, compatibleType, direction)) {
foreach (Type findType in nodeTypes)
{
if (HasCompatiblePortType(findType, compatibleType, direction))
{
filteredTypes.Add(findType);
}
}
@ -179,68 +232,134 @@ namespace XNodeEditor {
/// <summary> Return a prettiefied type name. </summary>
public static string PrettyName(this Type type) {
if (type == null) return "null";
if (type == typeof(System.Object)) return "object";
if (type == typeof(float)) return "float";
else if (type == typeof(int)) return "int";
else if (type == typeof(long)) return "long";
else if (type == typeof(double)) return "double";
else if (type == typeof(string)) return "string";
else if (type == typeof(bool)) return "bool";
else if (type.IsGenericType) {
public static string PrettyName(this Type type)
{
if (type == null)
{
return "null";
}
if (type == typeof(object))
{
return "object";
}
if (type == typeof(float))
{
return "float";
}
if (type == typeof(int))
{
return "int";
}
if (type == typeof(long))
{
return "long";
}
if (type == typeof(double))
{
return "double";
}
if (type == typeof(string))
{
return "string";
}
if (type == typeof(bool))
{
return "bool";
}
if (type.IsGenericType)
{
string s = "";
Type genericType = type.GetGenericTypeDefinition();
if (genericType == typeof(List<>)) s = "List";
else s = type.GetGenericTypeDefinition().ToString();
if (genericType == typeof(List<>))
{
s = "List";
}
else
{
s = type.GetGenericTypeDefinition().ToString();
}
Type[] types = type.GetGenericArguments();
var types = type.GetGenericArguments();
string[] stypes = new string[types.Length];
for (int i = 0; i < types.Length; i++) {
for (int i = 0; i < types.Length; i++)
{
stypes[i] = types[i].PrettyName();
}
return s + "<" + string.Join(", ", stypes) + ">";
} else if (type.IsArray) {
}
if (type.IsArray)
{
string rank = "";
for (int i = 1; i < type.GetArrayRank(); i++) {
for (int i = 1; i < type.GetArrayRank(); i++)
{
rank += ",";
}
Type elementType = type.GetElementType();
if (!elementType.IsArray) return elementType.PrettyName() + "[" + rank + "]";
else {
if (!elementType.IsArray)
{
return elementType.PrettyName() + "[" + rank + "]";
}
{
string s = elementType.PrettyName();
int i = s.IndexOf('[');
return s.Substring(0, i) + "[" + rank + "]" + s.Substring(i);
}
} else return type.ToString();
}
return type.ToString();
}
/// <summary> Returns the default name for the node type. </summary>
public static string NodeDefaultName(Type type) {
public static string NodeDefaultName(Type type)
{
string typeName = type.Name;
// Automatically remove redundant 'Node' postfix
if (typeName.EndsWith("Node")) typeName = typeName.Substring(0, typeName.LastIndexOf("Node"));
typeName = UnityEditor.ObjectNames.NicifyVariableName(typeName);
if (typeName.EndsWith("Node"))
{
typeName = typeName.Substring(0, typeName.LastIndexOf("Node"));
}
typeName = ObjectNames.NicifyVariableName(typeName);
return typeName;
}
/// <summary> Returns the default creation path for the node type. </summary>
public static string NodeDefaultPath(Type type) {
public static string NodeDefaultPath(Type type)
{
string typePath = type.ToString().Replace('.', '/');
// Automatically remove redundant 'Node' postfix
if (typePath.EndsWith("Node")) typePath = typePath.Substring(0, typePath.LastIndexOf("Node"));
typePath = UnityEditor.ObjectNames.NicifyVariableName(typePath);
if (typePath.EndsWith("Node"))
{
typePath = typePath.Substring(0, typePath.LastIndexOf("Node"));
}
typePath = ObjectNames.NicifyVariableName(typePath);
return typePath;
}
/// <summary>Creates a new C# Class.</summary>
[MenuItem("Assets/Create/xNode/Node C# Script", false, 89)]
private static void CreateNode() {
private static void CreateNode()
{
string[] guids = AssetDatabase.FindAssets("xNode_NodeTemplate.cs");
if (guids.Length == 0) {
if (guids.Length == 0)
{
Debug.LogWarning("xNode_NodeTemplate.cs.txt not found in asset database");
return;
}
string path = AssetDatabase.GUIDToAssetPath(guids[0]);
CreateFromTemplate(
"NewNode.cs",
@ -250,12 +369,15 @@ namespace XNodeEditor {
/// <summary>Creates a new C# Class.</summary>
[MenuItem("Assets/Create/xNode/NodeGraph C# Script", false, 89)]
private static void CreateGraph() {
private static void CreateGraph()
{
string[] guids = AssetDatabase.FindAssets("xNode_NodeGraphTemplate.cs");
if (guids.Length == 0) {
if (guids.Length == 0)
{
Debug.LogWarning("xNode_NodeGraphTemplate.cs.txt not found in asset database");
return;
}
string path = AssetDatabase.GUIDToAssetPath(guids[0]);
CreateFromTemplate(
"NewNodeGraph.cs",
@ -263,7 +385,8 @@ namespace XNodeEditor {
);
}
public static void CreateFromTemplate(string initialName, string templatePath) {
public static void CreateFromTemplate(string initialName, string templatePath)
{
ProjectWindowUtil.StartNameEditingIfProjectWindowExists(
0,
ScriptableObject.CreateInstance<DoCreateCodeFile>(),
@ -274,21 +397,25 @@ namespace XNodeEditor {
}
/// Inherits from EndNameAction, must override EndNameAction.Action
public class DoCreateCodeFile : UnityEditor.ProjectWindowCallback.EndNameEditAction {
public override void Action(int instanceId, string pathName, string resourceFile) {
public class DoCreateCodeFile : EndNameEditAction
{
public override void Action(int instanceId, string pathName, string resourceFile)
{
Object o = CreateScript(pathName, resourceFile);
ProjectWindowUtil.ShowCreatedAsset(o);
}
}
/// <summary>Creates Script from Template's path.</summary>
internal static UnityEngine.Object CreateScript(string pathName, string templatePath) {
internal static Object CreateScript(string pathName, string templatePath)
{
string className = Path.GetFileNameWithoutExtension(pathName).Replace(" ", string.Empty);
string templateText = string.Empty;
UTF8Encoding encoding = new UTF8Encoding(true, false);
if (File.Exists(templatePath)) {
if (File.Exists(templatePath))
{
/// Read procedures.
StreamReader reader = new StreamReader(templatePath);
templateText = reader.ReadToEnd();
@ -308,10 +435,10 @@ namespace XNodeEditor {
AssetDatabase.ImportAsset(pathName);
return AssetDatabase.LoadAssetAtPath(pathName, typeof(Object));
} else {
Debug.LogError(string.Format("The template file was not found: {0}", templatePath));
return null;
}
Debug.LogError(string.Format("The template file was not found: {0}", templatePath));
return null;
}
}
}

View File

@ -1,119 +1,173 @@
using System;
using System.Collections.Generic;
using UnityEditor;
using UnityEditor.Callbacks;
using UnityEngine;
using System;
using XNode;
using Object = UnityEngine.Object;
namespace XNodeEditor {
namespace XNodeEditor
{
[InitializeOnLoad]
public partial class NodeEditorWindow : EditorWindow {
public partial class NodeEditorWindow : EditorWindow
{
public static NodeEditorWindow current;
/// <summary> Stores node positions for all nodePorts. </summary>
public Dictionary<NodePort, Rect> portConnectionPoints { get { return _portConnectionPoints; } }
private Dictionary<NodePort, Rect> _portConnectionPoints = new Dictionary<NodePort, Rect>();
public Dictionary<NodePort, Rect> portConnectionPoints { get; } = new Dictionary<NodePort, Rect>();
[SerializeField] private NodePortReference[] _references = new NodePortReference[0];
[SerializeField] private Rect[] _rects = new Rect[0];
private Func<bool> isDocked {
get {
if (_isDocked == null) _isDocked = this.GetIsDockedDelegate();
private Func<bool> isDocked
{
get
{
if (_isDocked == null)
{
_isDocked = this.GetIsDockedDelegate();
}
return _isDocked;
}
}
private Func<bool> _isDocked;
[System.Serializable] private class NodePortReference {
[Serializable] private class NodePortReference
{
[SerializeField] private Node _node;
[SerializeField] private string _name;
public NodePortReference(NodePort nodePort) {
public NodePortReference(NodePort nodePort)
{
_node = nodePort.node;
_name = nodePort.fieldName;
}
public NodePort GetNodePort() {
if (_node == null) {
public NodePort GetNodePort()
{
if (_node == null)
{
return null;
}
return _node.GetPort(_name);
}
}
private void OnDisable() {
private void OnDisable()
{
// Cache portConnectionPoints before serialization starts
int count = portConnectionPoints.Count;
_references = new NodePortReference[count];
_rects = new Rect[count];
int index = 0;
foreach (var portConnectionPoint in portConnectionPoints) {
foreach (var portConnectionPoint in portConnectionPoints)
{
_references[index] = new NodePortReference(portConnectionPoint.Key);
_rects[index] = portConnectionPoint.Value;
index++;
}
}
private void OnEnable() {
private void OnEnable()
{
// Reload portConnectionPoints if there are any
int length = _references.Length;
if (length == _rects.Length) {
for (int i = 0; i < length; i++) {
if (length == _rects.Length)
{
for (int i = 0; i < length; i++)
{
NodePort nodePort = _references[i].GetNodePort();
if (nodePort != null)
_portConnectionPoints.Add(nodePort, _rects[i]);
{
portConnectionPoints.Add(nodePort, _rects[i]);
}
}
}
}
public Dictionary<Node, Vector2> nodeSizes { get { return _nodeSizes; } }
private Dictionary<Node, Vector2> _nodeSizes = new Dictionary<Node, Vector2>();
public Dictionary<Node, Vector2> nodeSizes { get; } = new Dictionary<Node, Vector2>();
public NodeGraph graph;
public Vector2 panOffset { get { return _panOffset; } set { _panOffset = value; Repaint(); } }
public Vector2 panOffset
{
get => _panOffset;
set
{
_panOffset = value;
Repaint();
}
}
private Vector2 _panOffset;
public float zoom { get { return _zoom; } set { _zoom = Mathf.Clamp(value, NodeEditorPreferences.GetSettings().minZoom, NodeEditorPreferences.GetSettings().maxZoom); Repaint(); } }
public float zoom
{
get => _zoom;
set
{
_zoom = Mathf.Clamp(value, NodeEditorPreferences.GetSettings().minZoom,
NodeEditorPreferences.GetSettings().maxZoom);
Repaint();
}
}
private float _zoom = 1;
void OnFocus() {
private void OnFocus()
{
current = this;
ValidateGraphEditor();
if (graphEditor != null) {
if (graphEditor != null)
{
graphEditor.OnWindowFocus();
if (NodeEditorPreferences.GetSettings().autoSave) AssetDatabase.SaveAssets();
if (NodeEditorPreferences.GetSettings().autoSave)
{
AssetDatabase.SaveAssets();
}
}
dragThreshold = Math.Max(1f, Screen.width / 1000f);
}
void OnLostFocus() {
if (graphEditor != null) graphEditor.OnWindowFocusLost();
private void OnLostFocus()
{
if (graphEditor != null)
{
graphEditor.OnWindowFocusLost();
}
}
[InitializeOnLoadMethod]
private static void OnLoad() {
private static void OnLoad()
{
Selection.selectionChanged -= OnSelectionChanged;
Selection.selectionChanged += OnSelectionChanged;
}
/// <summary> Handle Selection Change events</summary>
private static void OnSelectionChanged() {
private static void OnSelectionChanged()
{
NodeGraph nodeGraph = Selection.activeObject as NodeGraph;
if (nodeGraph && !AssetDatabase.Contains(nodeGraph)) {
if (NodeEditorPreferences.GetSettings().openOnCreate) Open(nodeGraph);
if (nodeGraph && !AssetDatabase.Contains(nodeGraph))
{
if (NodeEditorPreferences.GetSettings().openOnCreate)
{
Open(nodeGraph);
}
}
}
/// <summary> Make sure the graph editor is assigned and to the right object </summary>
private void ValidateGraphEditor() {
private void ValidateGraphEditor()
{
NodeGraphEditor graphEditor = NodeGraphEditor.GetEditor(graph, this);
if (this.graphEditor != graphEditor && graphEditor != null) {
if (this.graphEditor != graphEditor && graphEditor != null)
{
this.graphEditor = graphEditor;
graphEditor.OnOpen();
}
}
/// <summary> Create editor window </summary>
public static NodeEditorWindow Init() {
public static NodeEditorWindow Init()
{
NodeEditorWindow w = CreateInstance<NodeEditorWindow>();
w.titleContent = new GUIContent("xNode");
w.wantsMouseMove = true;
@ -121,49 +175,74 @@ namespace XNodeEditor {
return w;
}
public void Save() {
if (AssetDatabase.Contains(graph)) {
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 {
NodeGraph existingGraph = AssetDatabase.LoadAssetAtPath<NodeGraph>(path);
if (existingGraph != null) AssetDatabase.DeleteAsset(path);
AssetDatabase.CreateAsset(graph, path);
EditorUtility.SetDirty(graph);
if (NodeEditorPreferences.GetSettings().autoSave) AssetDatabase.SaveAssets();
if (NodeEditorPreferences.GetSettings().autoSave)
{
AssetDatabase.SaveAssets();
}
}
else
{
SaveAs();
}
}
private void DraggableWindow(int windowID) {
public void SaveAs()
{
string path = EditorUtility.SaveFilePanelInProject("Save NodeGraph", "NewNodeGraph", "asset", "");
if (string.IsNullOrEmpty(path))
{
return;
}
NodeGraph existingGraph = AssetDatabase.LoadAssetAtPath<NodeGraph>(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();
}
public Vector2 WindowToGridPosition(Vector2 windowPosition) {
return (windowPosition - (position.size * 0.5f) - (panOffset / zoom)) * zoom;
public Vector2 WindowToGridPosition(Vector2 windowPosition)
{
return (windowPosition - position.size * 0.5f - panOffset / zoom) * zoom;
}
public Vector2 GridToWindowPosition(Vector2 gridPosition) {
return (position.size * 0.5f) + (panOffset / zoom) + (gridPosition / zoom);
public Vector2 GridToWindowPosition(Vector2 gridPosition)
{
return position.size * 0.5f + panOffset / zoom + gridPosition / zoom;
}
public Rect GridToWindowRectNoClipped(Rect gridRect) {
public Rect GridToWindowRectNoClipped(Rect gridRect)
{
gridRect.position = GridToWindowPositionNoClipped(gridRect.position);
return gridRect;
}
public Rect GridToWindowRect(Rect gridRect) {
public Rect GridToWindowRect(Rect gridRect)
{
gridRect.position = GridToWindowPosition(gridRect.position);
gridRect.size /= zoom;
return gridRect;
}
public Vector2 GridToWindowPositionNoClipped(Vector2 gridPosition) {
public Vector2 GridToWindowPositionNoClipped(Vector2 gridPosition)
{
Vector2 center = position.size * 0.5f;
// UI Sharpness complete fix - Round final offset not panOffset
float xOffset = Mathf.Round(center.x * zoom + (panOffset.x + gridPosition.x));
@ -171,33 +250,47 @@ namespace XNodeEditor {
return new Vector2(xOffset, yOffset);
}
public void SelectNode(Node node, bool add) {
if (add) {
List<Object> selection = new List<Object>(Selection.objects);
public void SelectNode(Node node, bool add)
{
if (add)
{
var selection = new List<Object>(Selection.objects);
selection.Add(node);
Selection.objects = selection.ToArray();
} else Selection.objects = new Object[] { node };
}
else
{
Selection.objects = new Object[] { node };
}
}
public void DeselectNode(Node node) {
List<Object> selection = new List<Object>(Selection.objects);
public void DeselectNode(Node node)
{
var selection = new List<Object>(Selection.objects);
selection.Remove(node);
Selection.objects = selection.ToArray();
}
[OnOpenAsset(0)]
public static bool OnOpen(int instanceID, int line) {
public static bool OnOpen(int instanceID, int line)
{
NodeGraph nodeGraph = EditorUtility.InstanceIDToObject(instanceID) as NodeGraph;
if (nodeGraph != null) {
if (nodeGraph != null)
{
Open(nodeGraph);
return true;
}
return false;
}
/// <summary>Open the provided graph in the NodeEditor</summary>
public static NodeEditorWindow Open(NodeGraph graph) {
if (!graph) return null;
public static NodeEditorWindow Open(NodeGraph graph)
{
if (!graph)
{
return null;
}
NodeEditorWindow w = GetWindow(typeof(NodeEditorWindow), false, "xNode", true) as NodeEditorWindow;
w.wantsMouseMove = true;
@ -206,9 +299,11 @@ namespace XNodeEditor {
}
/// <summary> Repaint all open NodeEditorWindows. </summary>
public static void RepaintAll() {
NodeEditorWindow[] windows = Resources.FindObjectsOfTypeAll<NodeEditorWindow>();
for (int i = 0; i < windows.Length; i++) {
public static void RepaintAll()
{
var windows = Resources.FindObjectsOfTypeAll<NodeEditorWindow>();
for (int i = 0; i < windows.Length; i++)
{
windows[i].Repaint();
}
}

View File

@ -2,113 +2,167 @@
using System.Linq;
using UnityEditor;
using UnityEngine;
using XNode;
using XNodeEditor.Internal;
using Object = UnityEngine.Object;
#if UNITY_2019_1_OR_NEWER && USE_ADVANCED_GENERIC_MENU
using GenericMenu = XNodeEditor.AdvancedGenericMenu;
#endif
namespace XNodeEditor {
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(NodeGraph))]
public class NodeGraphEditor : XNodeEditor.Internal.NodeEditorBase<NodeGraphEditor, NodeGraphEditor.CustomNodeGraphEditorAttribute, NodeGraph> {
public class
NodeGraphEditor : NodeEditorBase<NodeGraphEditor, NodeGraphEditor.CustomNodeGraphEditorAttribute, NodeGraph>
{
[Obsolete("Use window.position instead")]
public Rect position { get { return window.position; } set { window.position = value; } }
public Rect position
{
get => window.position;
set => window.position = value;
}
/// <summary> Are we currently renaming a node? </summary>
protected bool isRenaming;
public virtual void OnGUI() { }
public virtual void OnGUI() {}
/// <summary> Called when opened by NodeEditorWindow </summary>
public virtual void OnOpen() { }
public virtual void OnOpen() {}
/// <summary> Called when NodeEditorWindow gains focus </summary>
public virtual void OnWindowFocus() { }
public virtual void OnWindowFocus() {}
/// <summary> Called when NodeEditorWindow loses focus </summary>
public virtual void OnWindowFocusLost() { }
public virtual void OnWindowFocusLost() {}
public virtual Texture2D GetGridTexture() {
public virtual Texture2D GetGridTexture()
{
return NodeEditorPreferences.GetSettings().gridTexture;
}
public virtual Texture2D GetSecondaryGridTexture() {
public virtual Texture2D GetSecondaryGridTexture()
{
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() {
public virtual NodeEditorPreferences.Settings GetDefaultPreferences()
{
return new NodeEditorPreferences.Settings();
}
/// <summary> Returns context node menu path. Null or empty strings for hidden nodes. </summary>
public virtual string GetNodeMenuName(Type type) {
public virtual string GetNodeMenuName(Type type)
{
//Check if type has the CreateNodeMenuAttribute
Node.CreateNodeMenuAttribute attrib;
if (NodeEditorUtilities.GetAttrib(type, out attrib)) // Return custom path
{
return attrib.menuName;
else // Return generated path
return NodeEditorUtilities.NodeDefaultPath(type);
}
// Return generated path
return NodeEditorUtilities.NodeDefaultPath(type);
}
/// <summary> The order by which the menu items are displayed. </summary>
public virtual int GetNodeMenuOrder(Type type) {
public virtual int GetNodeMenuOrder(Type type)
{
//Check if type has the CreateNodeMenuAttribute
Node.CreateNodeMenuAttribute attrib;
if (NodeEditorUtilities.GetAttrib(type, out attrib)) // Return custom path
{
return attrib.order;
else
return 0;
}
return 0;
}
/// <summary>
/// Called before connecting two ports in the graph view to see if the output port is compatible with the input port
/// Called before connecting two ports in the graph view to see if the output port is compatible with the input port
/// </summary>
public virtual bool CanConnect(NodePort output, NodePort input) {
public virtual bool CanConnect(NodePort output, NodePort input)
{
return output.CanConnectTo(input);
}
/// <summary>
/// Add items for the context menu when right-clicking this node.
/// Override to add custom menu items.
/// Add items for the context menu when right-clicking this node.
/// Override to add custom menu items.
/// </summary>
/// <param name="menu"></param>
/// <param name="compatibleType">Use it to filter only nodes with ports value type, compatible with this type</param>
/// <param name="direction">Direction of the compatiblity</param>
public virtual void AddContextMenuItems(GenericMenu menu, Type compatibleType = null, NodePort.IO direction = NodePort.IO.Input) {
public virtual void AddContextMenuItems(GenericMenu menu, Type compatibleType = null,
NodePort.IO direction = NodePort.IO.Input)
{
Vector2 pos = NodeEditorWindow.current.WindowToGridPosition(Event.current.mousePosition);
Type[] nodeTypes;
if (compatibleType != null && NodeEditorPreferences.GetSettings().createFilter) {
nodeTypes = NodeEditorUtilities.GetCompatibleNodesTypes(NodeEditorReflection.nodeTypes, compatibleType, direction).OrderBy(GetNodeMenuOrder).ToArray();
} else {
if (compatibleType != null && NodeEditorPreferences.GetSettings().createFilter)
{
nodeTypes = NodeEditorUtilities
.GetCompatibleNodesTypes(NodeEditorReflection.nodeTypes, compatibleType, direction)
.OrderBy(GetNodeMenuOrder).ToArray();
}
else
{
nodeTypes = NodeEditorReflection.nodeTypes.OrderBy(GetNodeMenuOrder).ToArray();
}
for (int i = 0; i < nodeTypes.Length; i++) {
for (int i = 0; i < nodeTypes.Length; i++)
{
Type type = nodeTypes[i];
//Get node context menu path
string path = GetNodeMenuName(type);
if (string.IsNullOrEmpty(path)) continue;
if (string.IsNullOrEmpty(path))
{
continue;
}
// Check if user is allowed to add more of given node type
Node.DisallowMultipleNodesAttribute disallowAttrib;
bool disallowed = false;
if (NodeEditorUtilities.GetAttrib(type, out disallowAttrib)) {
if (NodeEditorUtilities.GetAttrib(type, out disallowAttrib))
{
int typeCount = target.nodes.Count(x => x.GetType() == type);
if (typeCount >= disallowAttrib.max) disallowed = true;
if (typeCount >= disallowAttrib.max)
{
disallowed = true;
}
}
// Add node entry to context menu
if (disallowed) menu.AddItem(new GUIContent(path), false, null);
else menu.AddItem(new GUIContent(path), false, () => {
Node node = CreateNode(type, pos);
if (node != null) NodeEditorWindow.current.AutoConnect(node); // handle null nodes to avoid nullref exceptions
});
if (disallowed)
{
menu.AddItem(new GUIContent(path), false, null);
}
else
{
menu.AddItem(new GUIContent(path), false, () =>
{
Node node = CreateNode(type, pos);
if (node != null)
{
NodeEditorWindow.current.AutoConnect(node); // handle null nodes to avoid nullref exceptions
}
});
}
}
menu.AddSeparator("");
if (NodeEditorWindow.copyBuffer != null && NodeEditorWindow.copyBuffer.Length > 0) menu.AddItem(new GUIContent("Paste"), false, () => NodeEditorWindow.current.PasteNodes(pos));
else menu.AddDisabledItem(new GUIContent("Paste"));
if (NodeEditorWindow.copyBuffer != null && NodeEditorWindow.copyBuffer.Length > 0)
{
menu.AddItem(new GUIContent("Paste"), false, () => NodeEditorWindow.current.PasteNodes(pos));
}
else
{
menu.AddDisabledItem(new GUIContent("Paste"));
}
menu.AddItem(new GUIContent("Preferences"), false, () => NodeEditorReflection.OpenPreferences());
menu.AddCustomContextMenuItems(target);
}
@ -116,167 +170,235 @@ namespace XNodeEditor {
/// <summary> Returned gradient is used to color noodles </summary>
/// <param name="output"> The output this noodle comes from. Never null. </param>
/// <param name="input"> The output this noodle comes from. Can be null if we are dragging the noodle. </param>
public virtual Gradient GetNoodleGradient(NodePort output, NodePort input) {
public virtual Gradient GetNoodleGradient(NodePort output, NodePort input)
{
Gradient grad = new Gradient();
// If dragging the noodle, draw solid, slightly transparent
if (input == null) {
if (input == null)
{
Color a = GetTypeColor(output.ValueType);
grad.SetKeys(
new GradientColorKey[] { new GradientColorKey(a, 0f) },
new GradientAlphaKey[] { new GradientAlphaKey(0.6f, 0f) }
new[] { new GradientColorKey(a, 0f) },
new[] { new GradientAlphaKey(0.6f, 0f) }
);
}
// If normal, draw gradient fading from one input color to the other
else {
else
{
Color a = GetTypeColor(output.ValueType);
Color b = GetTypeColor(input.ValueType);
// If any port is hovered, tint white
if (window.hoveredPort == output || window.hoveredPort == input) {
if (window.hoveredPort == output || window.hoveredPort == input)
{
a = Color.Lerp(a, Color.white, 0.8f);
b = Color.Lerp(b, Color.white, 0.8f);
}
grad.SetKeys(
new GradientColorKey[] { new GradientColorKey(a, 0f), new GradientColorKey(b, 1f) },
new GradientAlphaKey[] { new GradientAlphaKey(1f, 0f), new GradientAlphaKey(1f, 1f) }
new[] { new GradientColorKey(a, 0f), new GradientColorKey(b, 1f) },
new[] { new GradientAlphaKey(1f, 0f), new GradientAlphaKey(1f, 1f) }
);
}
return grad;
}
/// <summary> Returned float is used for noodle thickness </summary>
/// <param name="output"> The output this noodle comes from. Never null. </param>
/// <param name="input"> The output this noodle comes from. Can be null if we are dragging the noodle. </param>
public virtual float GetNoodleThickness(NodePort output, NodePort input) {
public virtual float GetNoodleThickness(NodePort output, NodePort input)
{
return NodeEditorPreferences.GetSettings().noodleThickness;
}
public virtual NoodlePath GetNoodlePath(NodePort output, NodePort input) {
public virtual NoodlePath GetNoodlePath(NodePort output, NodePort input)
{
return NodeEditorPreferences.GetSettings().noodlePath;
}
public virtual NoodleStroke GetNoodleStroke(NodePort output, NodePort input) {
public virtual NoodleStroke GetNoodleStroke(NodePort output, NodePort input)
{
return NodeEditorPreferences.GetSettings().noodleStroke;
}
/// <summary> Returned color is used to color ports </summary>
public virtual Color GetPortColor(NodePort port) {
public virtual Color GetPortColor(NodePort port)
{
return GetTypeColor(port.ValueType);
}
/// <summary>
/// The returned Style is used to configure the paddings and icon texture of the ports.
/// Use these properties to customize your port style.
///
/// The properties used is:
/// <see cref="GUIStyle.padding"/>[Left and Right], <see cref="GUIStyle.normal"/> [Background] = border texture,
/// and <seealso cref="GUIStyle.active"/> [Background] = dot texture;
/// The returned Style is used to configure the paddings and icon texture of the ports.
/// Use these properties to customize your port style.
/// The properties used is:
/// <see cref="GUIStyle.padding" />[Left and Right], <see cref="GUIStyle.normal" /> [Background] = border texture,
/// and <seealso cref="GUIStyle.active" /> [Background] = dot texture;
/// </summary>
/// <param name="port">the owner of the style</param>
/// <returns></returns>
public virtual GUIStyle GetPortStyle(NodePort port) {
public virtual GUIStyle GetPortStyle(NodePort port)
{
if (port.direction == NodePort.IO.Input)
{
return NodeEditorResources.styles.inputPort;
}
return NodeEditorResources.styles.outputPort;
}
/// <summary> The returned color is used to color the background of the door.
/// Usually used for outer edge effect </summary>
public virtual Color GetPortBackgroundColor(NodePort port) {
/// <summary>
/// The returned color is used to color the background of the door.
/// Usually used for outer edge effect
/// </summary>
public virtual Color GetPortBackgroundColor(NodePort port)
{
return Color.gray;
}
/// <summary> Returns generated color for a type. This color is editable in preferences </summary>
public virtual Color GetTypeColor(Type type) {
public virtual Color GetTypeColor(Type type)
{
return NodeEditorPreferences.GetTypeColor(type);
}
/// <summary> Override to display custom tooltips </summary>
public virtual string GetPortTooltip(NodePort port) {
public virtual string GetPortTooltip(NodePort port)
{
Type portType = port.ValueType;
string tooltip = "";
tooltip = portType.PrettyName();
if (port.IsOutput) {
if (port.IsOutput)
{
object obj = port.node.GetValue(port);
tooltip += " = " + (obj != null ? obj.ToString() : "null");
}
return tooltip;
}
/// <summary> Deal with objects dropped into the graph through DragAndDrop </summary>
public virtual void OnDropObjects(UnityEngine.Object[] objects) {
if (GetType() != typeof(NodeGraphEditor)) Debug.Log("No OnDropObjects override defined for " + GetType());
public virtual void OnDropObjects(Object[] objects)
{
if (GetType() != typeof(NodeGraphEditor))
{
Debug.Log("No OnDropObjects override defined for " + GetType());
}
}
/// <summary> Create a node and save it in the graph asset </summary>
public virtual Node CreateNode(Type type, Vector2 position) {
public virtual Node CreateNode(Type type, Vector2 position)
{
Undo.RecordObject(target, "Create Node");
Node node = target.AddNode(type);
if (node == null) return null; // handle null nodes to avoid nullref exceptions
if (node == null)
{
return null; // handle null nodes to avoid nullref exceptions
}
Undo.RegisterCreatedObjectUndo(node, "Create Node");
node.position = position;
if (node.name == null || node.name.Trim() == "") node.name = NodeEditorUtilities.NodeDefaultName(type);
if (!string.IsNullOrEmpty(AssetDatabase.GetAssetPath(target))) AssetDatabase.AddObjectToAsset(node, target);
if (NodeEditorPreferences.GetSettings().autoSave) AssetDatabase.SaveAssets();
if (node.name == null || node.name.Trim() == "")
{
node.name = NodeEditorUtilities.NodeDefaultName(type);
}
if (!string.IsNullOrEmpty(AssetDatabase.GetAssetPath(target)))
{
AssetDatabase.AddObjectToAsset(node, target);
}
if (NodeEditorPreferences.GetSettings().autoSave)
{
AssetDatabase.SaveAssets();
}
NodeEditorWindow.RepaintAll();
return node;
}
/// <summary> Creates a copy of the original node in the graph </summary>
public virtual Node CopyNode(Node original) {
public virtual Node CopyNode(Node original)
{
Undo.RecordObject(target, "Duplicate Node");
Node node = target.CopyNode(original);
Undo.RegisterCreatedObjectUndo(node, "Duplicate Node");
node.name = original.name;
if (!string.IsNullOrEmpty(AssetDatabase.GetAssetPath(target))) AssetDatabase.AddObjectToAsset(node, target);
if (NodeEditorPreferences.GetSettings().autoSave) AssetDatabase.SaveAssets();
if (!string.IsNullOrEmpty(AssetDatabase.GetAssetPath(target)))
{
AssetDatabase.AddObjectToAsset(node, target);
}
if (NodeEditorPreferences.GetSettings().autoSave)
{
AssetDatabase.SaveAssets();
}
return node;
}
/// <summary> Return false for nodes that can't be removed </summary>
public virtual bool CanRemove(Node node) {
public virtual bool CanRemove(Node node)
{
// Check graph attributes to see if this node is required
Type graphType = target.GetType();
NodeGraph.RequireNodeAttribute[] attribs = Array.ConvertAll(
graphType.GetCustomAttributes(typeof(NodeGraph.RequireNodeAttribute), true), x => x as NodeGraph.RequireNodeAttribute);
if (attribs.Any(x => x.Requires(node.GetType()))) {
if (target.nodes.Count(x => x.GetType() == node.GetType()) <= 1) {
var attribs = Array.ConvertAll(
graphType.GetCustomAttributes(typeof(NodeGraph.RequireNodeAttribute), true),
x => x as NodeGraph.RequireNodeAttribute);
if (attribs.Any(x => x.Requires(node.GetType())))
{
if (target.nodes.Count(x => x.GetType() == node.GetType()) <= 1)
{
return false;
}
}
return true;
}
/// <summary> Safely remove a node and all its connections. </summary>
public virtual void RemoveNode(Node node) {
if (!CanRemove(node)) return;
public virtual void RemoveNode(Node node)
{
if (!CanRemove(node))
{
return;
}
// Remove the node
Undo.RecordObject(node, "Delete Node");
Undo.RecordObject(target, "Delete Node");
foreach (var port in node.Ports)
foreach (var conn in port.GetConnections())
Undo.RecordObject(conn.node, "Delete Node");
foreach (NodePort port in node.Ports)
foreach (NodePort conn in port.GetConnections())
{
Undo.RecordObject(conn.node, "Delete Node");
}
target.RemoveNode(node);
Undo.DestroyObjectImmediate(node);
if (NodeEditorPreferences.GetSettings().autoSave) AssetDatabase.SaveAssets();
if (NodeEditorPreferences.GetSettings().autoSave)
{
AssetDatabase.SaveAssets();
}
}
[AttributeUsage(AttributeTargets.Class)]
public class CustomNodeGraphEditorAttribute : Attribute,
XNodeEditor.Internal.NodeEditorBase<NodeGraphEditor, NodeGraphEditor.CustomNodeGraphEditorAttribute, NodeGraph>.INodeEditorAttrib {
private Type inspectedType;
INodeEditorAttrib
{
private readonly 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") {
public CustomNodeGraphEditorAttribute(Type inspectedType, string editorPrefsKey = "xNode.Settings")
{
this.inspectedType = inspectedType;
this.editorPrefsKey = editorPrefsKey;
}
public Type GetInspectedType() {
public Type GetInspectedType()
{
return inspectedType;
}
}

View File

@ -2,42 +2,75 @@
using System.IO;
using System.Linq;
using UnityEditor;
using UnityEditor.Experimental.AssetImporters;
using UnityEngine;
using XNode;
namespace XNodeEditor {
namespace XNodeEditor
{
/// <summary> Deals with modified assets </summary>
class NodeGraphImporter : AssetPostprocessor {
private static void OnPostprocessAllAssets(string[] importedAssets, string[] deletedAssets, string[] movedAssets, string[] movedFromAssetPaths) {
foreach (string path in importedAssets) {
internal class NodeGraphImporter : AssetPostprocessor
{
private static void OnPostprocessAllAssets(string[] importedAssets, string[] deletedAssets,
string[] movedAssets, string[] movedFromAssetPaths)
{
foreach (string path in importedAssets)
{
// Skip processing anything without the .asset extension
if (Path.GetExtension(path) != ".asset") continue;
if (Path.GetExtension(path) != ".asset")
{
continue;
}
// Get the object that is requested for deletion
NodeGraph graph = AssetDatabase.LoadAssetAtPath<NodeGraph>(path);
if (graph == null) continue;
if (graph == null)
{
continue;
}
// Get attributes
Type graphType = graph.GetType();
NodeGraph.RequireNodeAttribute[] attribs = Array.ConvertAll(
graphType.GetCustomAttributes(typeof(NodeGraph.RequireNodeAttribute), true), x => x as NodeGraph.RequireNodeAttribute);
var attribs = Array.ConvertAll(
graphType.GetCustomAttributes(typeof(NodeGraph.RequireNodeAttribute), true),
x => x as NodeGraph.RequireNodeAttribute);
Vector2 position = Vector2.zero;
foreach (NodeGraph.RequireNodeAttribute attrib in attribs) {
if (attrib.type0 != null) AddRequired(graph, attrib.type0, ref position);
if (attrib.type1 != null) AddRequired(graph, attrib.type1, ref position);
if (attrib.type2 != null) AddRequired(graph, attrib.type2, ref position);
foreach (NodeGraph.RequireNodeAttribute attrib in attribs)
{
if (attrib.type0 != null)
{
AddRequired(graph, attrib.type0, ref position);
}
if (attrib.type1 != null)
{
AddRequired(graph, attrib.type1, ref position);
}
if (attrib.type2 != null)
{
AddRequired(graph, attrib.type2, ref position);
}
}
}
}
private static void AddRequired(NodeGraph graph, Type type, ref Vector2 position) {
if (!graph.nodes.Any(x => x.GetType() == type)) {
private static void AddRequired(NodeGraph graph, Type type, ref Vector2 position)
{
if (!graph.nodes.Any(x => x.GetType() == type))
{
Node node = graph.AddNode(type);
node.position = position;
position.x += 200;
if (node.name == null || node.name.Trim() == "") node.name = NodeEditorUtilities.NodeDefaultName(type);
if (!string.IsNullOrEmpty(AssetDatabase.GetAssetPath(graph))) AssetDatabase.AddObjectToAsset(node, graph);
if (node.name == null || node.name.Trim() == "")
{
node.name = NodeEditorUtilities.NodeDefaultName(type);
}
if (!string.IsNullOrEmpty(AssetDatabase.GetAssetPath(graph)))
{
AssetDatabase.AddObjectToAsset(node, graph);
}
}
}
}

View File

@ -1,6 +1,7 @@
using System.Linq;
using UnityEditor;
using UnityEngine;
using XNode;
using XNodeEditor.Internal;
namespace XNodeEditor.NodeGroups
@ -10,8 +11,13 @@ namespace XNodeEditor.NodeGroups
{
private NodeGroup group => _group != null ? _group : _group = target as NodeGroup;
private NodeGroup _group;
private bool isDragging;
private Vector2 size;
private bool _isDragging;
private Vector2 _size;
public override void OnHeaderGUI()
{
GUILayout.Label(target.name, NodeEditorResources.styles.nodeHeader, GUILayout.Height(30));
}
public override void OnBodyGUI()
{
@ -19,7 +25,7 @@ namespace XNodeEditor.NodeGroups
switch (e.type)
{
case EventType.MouseDrag:
if (isDragging)
if (_isDragging)
{
group.width = Mathf.Max(200, (int)e.mousePosition.x + 16);
group.height = Mathf.Max(100, (int)e.mousePosition.y - 34);
@ -34,19 +40,19 @@ namespace XNodeEditor.NodeGroups
return;
}
if (NodeEditorWindow.current.nodeSizes.TryGetValue(target, out size))
if (NodeEditorWindow.current.nodeSizes.TryGetValue(target, out _size))
{
// Mouse position checking is in node local space
Rect lowerRight = new Rect(size.x - 34, size.y - 34, 30, 30);
Rect lowerRight = new Rect(_size.x - 34, _size.y - 34, 30, 30);
if (lowerRight.Contains(e.mousePosition))
{
isDragging = true;
_isDragging = true;
}
}
break;
case EventType.MouseUp:
isDragging = false;
_isDragging = false;
// Select nodes inside the group
if (Selection.Contains(target))
{
@ -114,11 +120,11 @@ namespace XNodeEditor.NodeGroups
}
// Add scale cursors
if (NodeEditorWindow.current.nodeSizes.TryGetValue(target, out size))
if (NodeEditorWindow.current.nodeSizes.TryGetValue(target, out _size))
{
Rect lowerRight = new Rect(target.position, new Vector2(30, 30));
lowerRight.y += size.y - 34;
lowerRight.x += size.x - 34;
lowerRight.y += _size.y - 34;
lowerRight.x += _size.x - 34;
lowerRight = NodeEditorWindow.current.GridToWindowRect(lowerRight);
NodeEditorWindow.current.onLateGUI += () => AddMouseRect(lowerRight);
}

View File

@ -1,9 +1,12 @@
using UnityEditor;
using UnityEngine;
using XNode;
namespace XNodeEditor {
namespace XNodeEditor
{
/// <summary> Utility for renaming assets </summary>
public class RenamePopup : EditorWindow {
public class RenamePopup : EditorWindow
{
private const string inputControlName = "nameInput";
public static RenamePopup current { get; private set; }
@ -13,9 +16,14 @@ namespace XNodeEditor {
private bool firstFrame = true;
/// <summary> Show a rename popup for an asset at mouse position. Will trigger reimport of the asset on apply.
public static RenamePopup Show(Object target, float width = 200) {
RenamePopup window = EditorWindow.GetWindow<RenamePopup>(true, "Rename " + target.name, true);
if (current != null) current.Close();
public static RenamePopup Show(Object target, float width = 200)
{
RenamePopup window = GetWindow<RenamePopup>(true, "Rename " + target.name, true);
if (current != null)
{
current.Close();
}
current = window;
window.target = target;
window.input = target.name;
@ -25,8 +33,13 @@ namespace XNodeEditor {
return window;
}
private void UpdatePositionToMouse() {
if (Event.current == null) return;
private void UpdatePositionToMouse()
{
if (Event.current == null)
{
return;
}
Vector3 mousePoint = GUIUtility.GUIToScreenPoint(Event.current.mousePosition);
Rect pos = position;
pos.x = mousePoint.x - position.width * 0.5f;
@ -34,53 +47,67 @@ namespace XNodeEditor {
position = pos;
}
private void OnLostFocus() {
private void OnLostFocus()
{
// Make the popup close on lose focus
Close();
}
private void OnGUI() {
if (firstFrame) {
private void OnGUI()
{
if (firstFrame)
{
UpdatePositionToMouse();
firstFrame = false;
}
GUI.SetNextControlName(inputControlName);
input = EditorGUILayout.TextField(input);
EditorGUI.FocusTextInControl(inputControlName);
Event e = Event.current;
// If input is empty, revert name to default instead
if (input == null || input.Trim() == "") {
if (GUILayout.Button("Revert to default") || (e.isKey && e.keyCode == KeyCode.Return)) {
if (input == null || input.Trim() == "")
{
if (GUILayout.Button("Revert to default") || e.isKey && e.keyCode == KeyCode.Return)
{
target.name = NodeEditorUtilities.NodeDefaultName(target.GetType());
NodeEditor.GetEditor((Node)target, NodeEditorWindow.current).OnRename();
if (!string.IsNullOrEmpty(AssetDatabase.GetAssetPath(target))) {
if (!string.IsNullOrEmpty(AssetDatabase.GetAssetPath(target)))
{
AssetDatabase.SetMainObject((target as Node).graph, AssetDatabase.GetAssetPath(target));
AssetDatabase.ImportAsset(AssetDatabase.GetAssetPath(target));
}
Close();
target.TriggerOnValidate();
}
}
// Rename asset to input text
else {
if (GUILayout.Button("Apply") || (e.isKey && e.keyCode == KeyCode.Return)) {
else
{
if (GUILayout.Button("Apply") || e.isKey && e.keyCode == KeyCode.Return)
{
target.name = input;
NodeEditor.GetEditor((Node)target, NodeEditorWindow.current).OnRename();
if (!string.IsNullOrEmpty(AssetDatabase.GetAssetPath(target))) {
if (!string.IsNullOrEmpty(AssetDatabase.GetAssetPath(target)))
{
AssetDatabase.SetMainObject((target as Node).graph, AssetDatabase.GetAssetPath(target));
AssetDatabase.ImportAsset(AssetDatabase.GetAssetPath(target));
}
Close();
target.TriggerOnValidate();
}
}
if (e.isKey && e.keyCode == KeyCode.Escape) {
if (e.isKey && e.keyCode == KeyCode.Escape)
{
Close();
}
}
private void OnDestroy() {
private void OnDestroy()
{
EditorGUIUtility.editingTextField = false;
}
}

View File

@ -1,76 +1,105 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
using XNode;
namespace XNodeEditor {
namespace XNodeEditor
{
[CustomEditor(typeof(SceneGraph), true)]
public class SceneGraphEditor : Editor {
public class SceneGraphEditor : Editor
{
private SceneGraph sceneGraph;
private bool removeSafely;
private Type graphType;
public override void OnInspectorGUI() {
if (sceneGraph.graph == null) {
if (GUILayout.Button("New graph", GUILayout.Height(40))) {
if (graphType == null) {
Type[] graphTypes = NodeEditorReflection.GetDerivedTypes(typeof(NodeGraph));
public override void OnInspectorGUI()
{
if (sceneGraph.graph == null)
{
if (GUILayout.Button("New graph", GUILayout.Height(40)))
{
if (graphType == null)
{
var graphTypes = typeof(NodeGraph).GetDerivedTypes();
GenericMenu menu = new GenericMenu();
for (int i = 0; i < graphTypes.Length; i++) {
for (int i = 0; i < graphTypes.Length; i++)
{
Type graphType = graphTypes[i];
menu.AddItem(new GUIContent(graphType.Name), false, () => CreateGraph(graphType));
}
menu.ShowAsContext();
} else {
}
else
{
CreateGraph(graphType);
}
}
} else {
if (GUILayout.Button("Open graph", GUILayout.Height(40))) {
}
else
{
if (GUILayout.Button("Open graph", GUILayout.Height(40)))
{
NodeEditorWindow.Open(sceneGraph.graph);
}
if (removeSafely) {
if (removeSafely)
{
GUILayout.BeginHorizontal();
GUILayout.Label("Really remove graph?");
GUI.color = new Color(1, 0.8f, 0.8f);
if (GUILayout.Button("Remove")) {
if (GUILayout.Button("Remove"))
{
removeSafely = false;
Undo.RecordObject(sceneGraph, "Removed graph");
sceneGraph.graph = null;
}
GUI.color = Color.white;
if (GUILayout.Button("Cancel")) {
if (GUILayout.Button("Cancel"))
{
removeSafely = false;
}
GUILayout.EndHorizontal();
} else {
}
else
{
GUI.color = new Color(1, 0.8f, 0.8f);
if (GUILayout.Button("Remove graph")) {
if (GUILayout.Button("Remove graph"))
{
removeSafely = true;
}
GUI.color = Color.white;
}
}
DrawDefaultInspector();
DrawDefaultInspector();
}
private void OnEnable() {
private void OnEnable()
{
sceneGraph = target as SceneGraph;
Type sceneGraphType = sceneGraph.GetType();
if (sceneGraphType == typeof(SceneGraph)) {
if (sceneGraphType == typeof(SceneGraph))
{
graphType = null;
} else {
}
else
{
Type baseType = sceneGraphType.BaseType;
if (baseType.IsGenericType) {
graphType = sceneGraphType = baseType.GetGenericArguments() [0];
if (baseType.IsGenericType)
{
graphType = sceneGraphType = baseType.GetGenericArguments()[0];
}
}
}
public void CreateGraph(Type type) {
public void CreateGraph(Type type)
{
Undo.RecordObject(sceneGraph, "Create graph");
sceneGraph.graph = ScriptableObject.CreateInstance(type) as NodeGraph;
sceneGraph.graph = CreateInstance(type) as NodeGraph;
sceneGraph.graph.name = sceneGraph.name + "-graph";
}
}

File diff suppressed because it is too large Load Diff

View File

@ -1,224 +1,338 @@
using System.Collections.Generic;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Reflection;
using UnityEngine;
using UnityEngine.Serialization;
/// <summary> Precaches reflection data in editor so we won't have to do it runtime </summary>
public static class NodeDataCache {
private static PortDataCache portDataCache;
private static Dictionary<System.Type, Dictionary<string, string>> formerlySerializedAsCache;
private static Dictionary<System.Type, string> typeQualifiedNameCache;
private static bool Initialized { get { return portDataCache != null; } }
namespace XNode
{
/// <summary> Precaches reflection data in editor so we won't have to do it runtime </summary>
public static class NodeDataCache
{
private static PortDataCache portDataCache;
private static Dictionary<Type, Dictionary<string, string>> formerlySerializedAsCache;
private static Dictionary<Type, string> typeQualifiedNameCache;
private static bool Initialized => portDataCache != null;
public static string GetTypeQualifiedName(System.Type type) {
if(typeQualifiedNameCache == null) typeQualifiedNameCache = new Dictionary<System.Type, string>();
public static string GetTypeQualifiedName(Type type)
{
if (typeQualifiedNameCache == null)
{
typeQualifiedNameCache = new Dictionary<Type, string>();
}
string name;
if (!typeQualifiedNameCache.TryGetValue(type, out name)) {
name = type.AssemblyQualifiedName;
typeQualifiedNameCache.Add(type, name);
}
return name;
}
string name;
if (!typeQualifiedNameCache.TryGetValue(type, out name))
{
name = type.AssemblyQualifiedName;
typeQualifiedNameCache.Add(type, name);
}
/// <summary> Update static ports and dynamic ports managed by DynamicPortLists to reflect class fields. </summary>
public static void UpdatePorts(Node node, Dictionary<string, NodePort> ports) {
if (!Initialized) BuildCache();
Dictionary<string, List<NodePort>> removedPorts = new Dictionary<string, List<NodePort>>();
System.Type nodeType = node.GetType();
Dictionary<string, string> formerlySerializedAs = null;
if (formerlySerializedAsCache != null) formerlySerializedAsCache.TryGetValue(nodeType, out formerlySerializedAs);
List<NodePort> dynamicListPorts = new List<NodePort>();
Dictionary<string, NodePort> staticPorts;
if (!portDataCache.TryGetValue(nodeType, out staticPorts)) {
staticPorts = new Dictionary<string, NodePort>();
return name;
}
// Cleanup port dict - Remove nonexisting static ports - update static port types
// AND update dynamic ports (albeit only those in lists) too, in order to enforce proper serialisation.
// Loop through current node ports
foreach (NodePort port in ports.Values.ToArray()) {
// If port still exists, check it it has been changed
NodePort staticPort;
if (staticPorts.TryGetValue(port.fieldName, out staticPort)) {
// If port exists but with wrong settings, remove it. Re-add it later.
if (port.IsDynamic || port.direction != staticPort.direction || port.connectionType != staticPort.connectionType || port.typeConstraint != staticPort.typeConstraint) {
// If port is not dynamic and direction hasn't changed, add it to the list so we can try reconnecting the ports connections.
if (!port.IsDynamic && port.direction == staticPort.direction) removedPorts.Add(port.fieldName, port.GetConnections());
port.ClearConnections();
ports.Remove(port.fieldName);
} else port.ValueType = staticPort.ValueType;
/// <summary> Update static ports and dynamic ports managed by DynamicPortLists to reflect class fields. </summary>
public static void UpdatePorts(Node node, Dictionary<string, NodePort> ports)
{
if (!Initialized)
{
BuildCache();
}
// If port doesn't exist anymore, remove it
else if (port.IsStatic) {
//See if the field is tagged with FormerlySerializedAs, if so add the port with its new field name to removedPorts
// so it can be reconnected in missing ports stage.
string newName = null;
if (formerlySerializedAs != null && formerlySerializedAs.TryGetValue(port.fieldName, out newName)) removedPorts.Add(newName, port.GetConnections());
port.ClearConnections();
ports.Remove(port.fieldName);
var removedPorts = new Dictionary<string, List<NodePort>>();
Type nodeType = node.GetType();
Dictionary<string, string> formerlySerializedAs = null;
if (formerlySerializedAsCache != null)
{
formerlySerializedAsCache.TryGetValue(nodeType, out formerlySerializedAs);
}
// If the port is dynamic and is managed by a dynamic port list, flag it for reference updates
else if (IsDynamicListPort(port)) {
dynamicListPorts.Add(port);
var dynamicListPorts = new List<NodePort>();
Dictionary<string, NodePort> staticPorts;
if (!portDataCache.TryGetValue(nodeType, out staticPorts))
{
staticPorts = new Dictionary<string, NodePort>();
}
}
// Add missing ports
foreach (NodePort staticPort in staticPorts.Values) {
if (!ports.ContainsKey(staticPort.fieldName)) {
NodePort port = new NodePort(staticPort, node);
//If we just removed the port, try re-adding the connections
List<NodePort> reconnectConnections;
if (removedPorts.TryGetValue(staticPort.fieldName, out reconnectConnections)) {
for (int i = 0; i < reconnectConnections.Count; i++) {
NodePort connection = reconnectConnections[i];
if (connection == null) continue;
// CAVEAT: Ports connected under special conditions defined in graphEditor.CanConnect overrides will not auto-connect.
// To fix this, this code would need to be moved to an editor script and call graphEditor.CanConnect instead of port.CanConnectTo.
// This is only a problem in the rare edge case where user is using non-standard CanConnect overrides and changes port type of an already connected port
if (port.CanConnectTo(connection)) port.Connect(connection);
// Cleanup port dict - Remove nonexisting static ports - update static port types
// AND update dynamic ports (albeit only those in lists) too, in order to enforce proper serialisation.
// Loop through current node ports
foreach (NodePort port in ports.Values.ToArray())
{
// If port still exists, check it it has been changed
NodePort staticPort;
if (staticPorts.TryGetValue(port.fieldName, out staticPort))
{
// If port exists but with wrong settings, remove it. Re-add it later.
if (port.IsDynamic || port.direction != staticPort.direction ||
port.connectionType != staticPort.connectionType ||
port.typeConstraint != staticPort.typeConstraint)
{
// If port is not dynamic and direction hasn't changed, add it to the list so we can try reconnecting the ports connections.
if (!port.IsDynamic && port.direction == staticPort.direction)
{
removedPorts.Add(port.fieldName, port.GetConnections());
}
port.ClearConnections();
ports.Remove(port.fieldName);
}
else
{
port.ValueType = staticPort.ValueType;
}
}
ports.Add(staticPort.fieldName, port);
// If port doesn't exist anymore, remove it
else if (port.IsStatic)
{
//See if the field is tagged with FormerlySerializedAs, if so add the port with its new field name to removedPorts
// so it can be reconnected in missing ports stage.
string newName = null;
if (formerlySerializedAs != null && formerlySerializedAs.TryGetValue(port.fieldName, out newName))
{
removedPorts.Add(newName, port.GetConnections());
}
port.ClearConnections();
ports.Remove(port.fieldName);
}
// If the port is dynamic and is managed by a dynamic port list, flag it for reference updates
else if (IsDynamicListPort(port))
{
dynamicListPorts.Add(port);
}
}
// Add missing ports
foreach (NodePort staticPort in staticPorts.Values)
{
if (!ports.ContainsKey(staticPort.fieldName))
{
NodePort port = new NodePort(staticPort, node);
//If we just removed the port, try re-adding the connections
List<NodePort> reconnectConnections;
if (removedPorts.TryGetValue(staticPort.fieldName, out reconnectConnections))
{
for (int i = 0; i < reconnectConnections.Count; i++)
{
NodePort connection = reconnectConnections[i];
if (connection == null)
{
continue;
}
// CAVEAT: Ports connected under special conditions defined in graphEditor.CanConnect overrides will not auto-connect.
// To fix this, this code would need to be moved to an editor script and call graphEditor.CanConnect instead of port.CanConnectTo.
// This is only a problem in the rare edge case where user is using non-standard CanConnect overrides and changes port type of an already connected port
if (port.CanConnectTo(connection))
{
port.Connect(connection);
}
}
}
ports.Add(staticPort.fieldName, port);
}
}
// Finally, make sure dynamic list port settings correspond to the settings of their "backing port"
foreach (NodePort listPort in dynamicListPorts)
{
// At this point we know that ports here are dynamic list ports
// which have passed name/"backing port" checks, ergo we can proceed more safely.
string backingPortName = listPort.fieldName.Substring(0, listPort.fieldName.IndexOf(' '));
NodePort backingPort = staticPorts[backingPortName];
// Update port constraints. Creating a new port instead will break the editor, mandating the need for setters.
listPort.ValueType = GetBackingValueType(backingPort.ValueType);
listPort.direction = backingPort.direction;
listPort.connectionType = backingPort.connectionType;
listPort.typeConstraint = backingPort.typeConstraint;
}
}
// Finally, make sure dynamic list port settings correspond to the settings of their "backing port"
foreach (NodePort listPort in dynamicListPorts) {
// At this point we know that ports here are dynamic list ports
// which have passed name/"backing port" checks, ergo we can proceed more safely.
string backingPortName = listPort.fieldName.Substring(0, listPort.fieldName.IndexOf(' '));
NodePort backingPort = staticPorts[backingPortName];
/// <summary>
/// Extracts the underlying types from arrays and lists, the only collections for dynamic port lists
/// currently supported. If the given type is not applicable (i.e. if the dynamic list port was not
/// defined as an array or a list), returns the given type itself.
/// </summary>
private static Type GetBackingValueType(Type portValType)
{
if (portValType.HasElementType)
{
return portValType.GetElementType();
}
// Update port constraints. Creating a new port instead will break the editor, mandating the need for setters.
listPort.ValueType = GetBackingValueType(backingPort.ValueType);
listPort.direction = backingPort.direction;
listPort.connectionType = backingPort.connectionType;
listPort.typeConstraint = backingPort.typeConstraint;
if (portValType.IsGenericType && portValType.GetGenericTypeDefinition() == typeof(List<>))
{
return portValType.GetGenericArguments()[0];
}
return portValType;
}
}
/// <summary>
/// Extracts the underlying types from arrays and lists, the only collections for dynamic port lists
/// currently supported. If the given type is not applicable (i.e. if the dynamic list port was not
/// defined as an array or a list), returns the given type itself.
/// </summary>
private static System.Type GetBackingValueType(System.Type portValType) {
if (portValType.HasElementType) {
return portValType.GetElementType();
/// <summary>Returns true if the given port is in a dynamic port list.</summary>
private static bool IsDynamicListPort(NodePort port)
{
// Ports flagged as "dynamicPortList = true" end up having a "backing port" and a name with an index, but we have
// no guarantee that a dynamic port called "output 0" is an element in a list backed by a static "output" port.
// Thus, we need to check for attributes... (but at least we don't need to look at all fields this time)
string[] fieldNameParts = port.fieldName.Split(' ');
if (fieldNameParts.Length != 2)
{
return false;
}
FieldInfo backingPortInfo = port.node.GetType().GetField(fieldNameParts[0]);
if (backingPortInfo == null)
{
return false;
}
object[] attribs = backingPortInfo.GetCustomAttributes(true);
return attribs.Any(x =>
{
Node.InputAttribute inputAttribute = x as Node.InputAttribute;
Node.OutputAttribute outputAttribute = x as Node.OutputAttribute;
return inputAttribute != null && inputAttribute.dynamicPortList ||
outputAttribute != null && outputAttribute.dynamicPortList;
});
}
if (portValType.IsGenericType && portValType.GetGenericTypeDefinition() == typeof(List<>)) {
return portValType.GetGenericArguments()[0];
/// <summary> Cache node types </summary>
private static void BuildCache()
{
portDataCache = new PortDataCache();
Type baseType = typeof(Node);
var nodeTypes = new List<Type>();
var assemblies = AppDomain.CurrentDomain.GetAssemblies();
// Loop through assemblies and add node types to list
foreach (Assembly assembly in assemblies)
{
// Skip certain dlls to improve performance
string assemblyName = assembly.GetName().Name;
int index = assemblyName.IndexOf('.');
if (index != -1)
{
assemblyName = assemblyName.Substring(0, index);
}
switch (assemblyName)
{
// The following assemblies, and sub-assemblies (eg. UnityEngine.UI) are skipped
case "UnityEditor":
case "UnityEngine":
case "Unity":
case "System":
case "mscorlib":
case "Microsoft":
continue;
default:
nodeTypes.AddRange(assembly.GetTypes().Where(t => !t.IsAbstract && baseType.IsAssignableFrom(t))
.ToArray());
break;
}
}
for (int i = 0; i < nodeTypes.Count; i++)
{
CachePorts(nodeTypes[i]);
}
}
return portValType;
}
/// <summary>Returns true if the given port is in a dynamic port list.</summary>
private static bool IsDynamicListPort(NodePort port) {
// Ports flagged as "dynamicPortList = true" end up having a "backing port" and a name with an index, but we have
// no guarantee that a dynamic port called "output 0" is an element in a list backed by a static "output" port.
// Thus, we need to check for attributes... (but at least we don't need to look at all fields this time)
string[] fieldNameParts = port.fieldName.Split(' ');
if (fieldNameParts.Length != 2) return false;
public static List<FieldInfo> GetNodeFields(Type nodeType)
{
var fieldInfo =
new List<FieldInfo>(
nodeType.GetFields(BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Instance));
FieldInfo backingPortInfo = port.node.GetType().GetField(fieldNameParts[0]);
if (backingPortInfo == null) return false;
// GetFields doesnt return inherited private fields, so walk through base types and pick those up
Type tempType = nodeType;
while ((tempType = tempType.BaseType) != typeof(Node))
{
var parentFields = tempType.GetFields(BindingFlags.NonPublic | BindingFlags.Instance);
for (int i = 0; i < parentFields.Length; i++)
{
// Ensure that we do not already have a member with this type and name
FieldInfo parentField = parentFields[i];
if (fieldInfo.TrueForAll(x => x.Name != parentField.Name))
{
fieldInfo.Add(parentField);
}
}
}
object[] attribs = backingPortInfo.GetCustomAttributes(true);
return attribs.Any(x => {
Node.InputAttribute inputAttribute = x as Node.InputAttribute;
Node.OutputAttribute outputAttribute = x as Node.OutputAttribute;
return inputAttribute != null && inputAttribute.dynamicPortList ||
outputAttribute != null && outputAttribute.dynamicPortList;
});
}
return fieldInfo;
}
/// <summary> Cache node types </summary>
private static void BuildCache() {
portDataCache = new PortDataCache();
System.Type baseType = typeof(Node);
List<System.Type> nodeTypes = new List<System.Type>();
System.Reflection.Assembly[] assemblies = System.AppDomain.CurrentDomain.GetAssemblies();
private static void CachePorts(Type nodeType)
{
var fieldInfo = GetNodeFields(nodeType);
// Loop through assemblies and add node types to list
foreach (Assembly assembly in assemblies) {
// Skip certain dlls to improve performance
string assemblyName = assembly.GetName().Name;
int index = assemblyName.IndexOf('.');
if (index != -1) assemblyName = assemblyName.Substring(0, index);
switch (assemblyName) {
// The following assemblies, and sub-assemblies (eg. UnityEngine.UI) are skipped
case "UnityEditor":
case "UnityEngine":
case "Unity":
case "System":
case "mscorlib":
case "Microsoft":
for (int i = 0; i < fieldInfo.Count; i++)
{
//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;
FormerlySerializedAsAttribute formerlySerializedAsAttribute =
attribs.FirstOrDefault(x => x is FormerlySerializedAsAttribute) as
FormerlySerializedAsAttribute;
if (inputAttrib == null && outputAttrib == null)
{
continue;
default:
nodeTypes.AddRange(assembly.GetTypes().Where(t => !t.IsAbstract && baseType.IsAssignableFrom(t)).ToArray());
break;
}
}
}
for (int i = 0; i < nodeTypes.Count; i++) {
CachePorts(nodeTypes[i]);
}
}
if (inputAttrib != null && outputAttrib != null)
{
Debug.LogError("Field " + fieldInfo[i].Name + " of type " + nodeType.FullName +
" cannot be both input and output.");
}
else
{
if (!portDataCache.ContainsKey(nodeType))
{
portDataCache.Add(nodeType, new Dictionary<string, NodePort>());
}
public static List<FieldInfo> GetNodeFields(System.Type nodeType) {
List<System.Reflection.FieldInfo> fieldInfo = new List<System.Reflection.FieldInfo>(nodeType.GetFields(BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Instance));
NodePort port = new NodePort(fieldInfo[i]);
portDataCache[nodeType].Add(port.fieldName, port);
}
// GetFields doesnt return inherited private fields, so walk through base types and pick those up
System.Type tempType = nodeType;
while ((tempType = tempType.BaseType) != typeof(Node)) {
FieldInfo[] parentFields = tempType.GetFields(BindingFlags.NonPublic | BindingFlags.Instance);
for (int i = 0; i < parentFields.Length; i++) {
// Ensure that we do not already have a member with this type and name
FieldInfo parentField = parentFields[i];
if (fieldInfo.TrueForAll(x => x.Name != parentField.Name)) {
fieldInfo.Add(parentField);
if (formerlySerializedAsAttribute != null)
{
if (formerlySerializedAsCache == null)
{
formerlySerializedAsCache = new Dictionary<Type, Dictionary<string, string>>();
}
if (!formerlySerializedAsCache.ContainsKey(nodeType))
{
formerlySerializedAsCache.Add(nodeType, new Dictionary<string, string>());
}
if (formerlySerializedAsCache[nodeType].ContainsKey(formerlySerializedAsAttribute.oldName))
{
Debug.LogError("Another FormerlySerializedAs with value '" +
formerlySerializedAsAttribute.oldName + "' already exist on this node.");
}
else
{
formerlySerializedAsCache[nodeType]
.Add(formerlySerializedAsAttribute.oldName, fieldInfo[i].Name);
}
}
}
}
return fieldInfo;
[Serializable]
private class PortDataCache : Dictionary<Type, Dictionary<string, NodePort>> {}
}
private static void CachePorts(System.Type nodeType) {
List<System.Reflection.FieldInfo> fieldInfo = GetNodeFields(nodeType);
for (int i = 0; i < fieldInfo.Count; i++) {
//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;
UnityEngine.Serialization.FormerlySerializedAsAttribute formerlySerializedAsAttribute = attribs.FirstOrDefault(x => x is UnityEngine.Serialization.FormerlySerializedAsAttribute) as UnityEngine.Serialization.FormerlySerializedAsAttribute;
if (inputAttrib == null && outputAttrib == null) continue;
if (inputAttrib != null && outputAttrib != null) Debug.LogError("Field " + fieldInfo[i].Name + " of type " + nodeType.FullName + " cannot be both input and output.");
else {
if (!portDataCache.ContainsKey(nodeType)) portDataCache.Add(nodeType, new Dictionary<string, NodePort>());
NodePort port = new NodePort(fieldInfo[i]);
portDataCache[nodeType].Add(port.fieldName, port);
}
if (formerlySerializedAsAttribute != null) {
if (formerlySerializedAsCache == null) formerlySerializedAsCache = new Dictionary<System.Type, Dictionary<string, string>>();
if (!formerlySerializedAsCache.ContainsKey(nodeType)) formerlySerializedAsCache.Add(nodeType, new Dictionary<string, string>());
if (formerlySerializedAsCache[nodeType].ContainsKey(formerlySerializedAsAttribute.oldName)) Debug.LogError("Another FormerlySerializedAs with value '" + formerlySerializedAsAttribute.oldName + "' already exist on this node.");
else formerlySerializedAsCache[nodeType].Add(formerlySerializedAsAttribute.oldName, fieldInfo[i].Name);
}
}
}
[System.Serializable]
private class PortDataCache : Dictionary<System.Type, Dictionary<string, NodePort>> { }
}

View File

@ -2,121 +2,177 @@
using System.Collections.Generic;
using UnityEngine;
/// <summary> Base class for all node graphs </summary>
[Serializable]
public abstract class NodeGraph : ScriptableObject {
namespace XNode
{
/// <summary> Base class for all node graphs </summary>
[Serializable]
public abstract class NodeGraph : ScriptableObject
{
/// <summary>
/// All nodes in the graph.
/// <para />
/// See: <see cref="AddNode{T}" />
/// </summary>
[SerializeField] public List<Node> nodes = new List<Node>();
/// <summary> All nodes in the graph. <para/>
/// See: <see cref="AddNode{T}"/> </summary>
[SerializeField] public List<Node> nodes = new List<Node>();
/// <summary> Add a node to the graph by type (convenience method - will call the System.Type version) </summary>
public T AddNode<T>() where T : Node {
return AddNode(typeof(T)) as T;
}
/// <summary> Add a node to the graph by type </summary>
public virtual Node AddNode(Type type) {
Node.graphHotfix = this;
Node node = ScriptableObject.CreateInstance(type) as Node;
node.graph = this;
nodes.Add(node);
return node;
}
/// <summary> Creates a copy of the original node in the graph </summary>
public virtual Node CopyNode(Node original) {
Node.graphHotfix = this;
Node node = ScriptableObject.Instantiate(original);
node.graph = this;
node.ClearConnections();
nodes.Add(node);
return node;
}
/// <summary> Safely remove a node and all its connections </summary>
/// <param name="node"> The node to remove </param>
public virtual void RemoveNode(Node node) {
node.ClearConnections();
nodes.Remove(node);
if (Application.isPlaying) Destroy(node);
}
/// <summary> Remove all nodes and connections from the graph </summary>
public virtual void Clear() {
if (Application.isPlaying) {
for (int i = 0; i < nodes.Count; i++) {
if (nodes[i] != null) Destroy(nodes[i]);
}
}
nodes.Clear();
}
/// <summary> Create a new deep copy of this graph </summary>
public virtual NodeGraph Copy() {
// Instantiate a new nodegraph instance
NodeGraph graph = Instantiate(this);
// Instantiate all nodes inside the graph
for (int i = 0; i < nodes.Count; i++) {
if (nodes[i] == null) continue;
Node.graphHotfix = graph;
Node node = Instantiate(nodes[i]) as Node;
node.graph = graph;
graph.nodes[i] = node;
/// <summary> Add a node to the graph by type (convenience method - will call the System.Type version) </summary>
public T AddNode<T>() where T : Node
{
return AddNode(typeof(T)) as T;
}
// Redirect all connections
for (int i = 0; i < graph.nodes.Count; i++) {
if (graph.nodes[i] == null) continue;
foreach (NodePort port in graph.nodes[i].Ports) {
port.Redirect(nodes, graph.nodes);
/// <summary> Add a node to the graph by type </summary>
public virtual Node AddNode(Type type)
{
Node.graphHotfix = this;
Node node = CreateInstance(type) as Node;
node.graph = this;
nodes.Add(node);
return node;
}
/// <summary> Creates a copy of the original node in the graph </summary>
public virtual Node CopyNode(Node original)
{
Node.graphHotfix = this;
Node node = Instantiate(original);
node.graph = this;
node.ClearConnections();
nodes.Add(node);
return node;
}
/// <summary> Safely remove a node and all its connections </summary>
/// <param name="node"> The node to remove </param>
public virtual void RemoveNode(Node node)
{
node.ClearConnections();
nodes.Remove(node);
if (Application.isPlaying)
{
Destroy(node);
}
}
return graph;
/// <summary> Remove all nodes and connections from the graph </summary>
public virtual void Clear()
{
if (Application.isPlaying)
{
for (int i = 0; i < nodes.Count; i++)
{
if (nodes[i] != null)
{
Destroy(nodes[i]);
}
}
}
nodes.Clear();
}
/// <summary> Create a new deep copy of this graph </summary>
public virtual NodeGraph Copy()
{
// Instantiate a new nodegraph instance
NodeGraph graph = Instantiate(this);
// Instantiate all nodes inside the graph
for (int i = 0; i < nodes.Count; i++)
{
if (nodes[i] == null)
{
continue;
}
Node.graphHotfix = graph;
Node node = Instantiate(nodes[i]);
node.graph = graph;
graph.nodes[i] = node;
}
// Redirect all connections
for (int i = 0; i < graph.nodes.Count; i++)
{
if (graph.nodes[i] == null)
{
continue;
}
foreach (NodePort port in graph.nodes[i].Ports)
{
port.Redirect(nodes, graph.nodes);
}
}
return graph;
}
protected virtual void OnDestroy()
{
// Remove all nodes prior to graph destruction
Clear();
}
#region Attributes
/// <summary> Automatically ensures the existance of a certain node type, and prevents it from being deleted. </summary>
[AttributeUsage(AttributeTargets.Class, AllowMultiple = true)]
public class RequireNodeAttribute : Attribute
{
public Type type0;
public Type type1;
public Type type2;
/// <summary> Automatically ensures the existance of a certain node type, and prevents it from being deleted </summary>
public RequireNodeAttribute(Type type)
{
type0 = type;
type1 = null;
type2 = null;
}
/// <summary> Automatically ensures the existance of a certain node type, and prevents it from being deleted </summary>
public RequireNodeAttribute(Type type, Type type2)
{
type0 = type;
type1 = type2;
this.type2 = null;
}
/// <summary> Automatically ensures the existance of a certain node type, and prevents it from being deleted </summary>
public RequireNodeAttribute(Type type, Type type2, Type type3)
{
type0 = type;
type1 = type2;
this.type2 = type3;
}
public bool Requires(Type type)
{
if (type == null)
{
return false;
}
if (type == type0)
{
return true;
}
if (type == type1)
{
return true;
}
if (type == type2)
{
return true;
}
return false;
}
}
#endregion
}
protected virtual void OnDestroy() {
// Remove all nodes prior to graph destruction
Clear();
}
#region Attributes
/// <summary> Automatically ensures the existance of a certain node type, and prevents it from being deleted. </summary>
[AttributeUsage(AttributeTargets.Class, AllowMultiple = true)]
public class RequireNodeAttribute : Attribute {
public Type type0;
public Type type1;
public Type type2;
/// <summary> Automatically ensures the existance of a certain node type, and prevents it from being deleted </summary>
public RequireNodeAttribute(Type type) {
this.type0 = type;
this.type1 = null;
this.type2 = null;
}
/// <summary> Automatically ensures the existance of a certain node type, and prevents it from being deleted </summary>
public RequireNodeAttribute(Type type, Type type2) {
this.type0 = type;
this.type1 = type2;
this.type2 = null;
}
/// <summary> Automatically ensures the existance of a certain node type, and prevents it from being deleted </summary>
public RequireNodeAttribute(Type type, Type type2, Type type3) {
this.type0 = type;
this.type1 = type2;
this.type2 = type3;
}
public bool Requires(Type type) {
if (type == null) return false;
if (type == type0) return true;
else if (type == type1) return true;
else if (type == type2) return true;
return false;
}
}
#endregion
}

View File

@ -1,28 +1,60 @@
using System.Collections.Generic;
using UnityEngine;
[CreateNodeMenu("Group")]
public class NodeGroup : Node {
public int width = 400;
public int height = 400;
public Color color = new Color(1f, 1f, 1f, 0.1f);
namespace XNode
{
[CreateNodeMenu("Group")]
public class NodeGroup : Node
{
public int width = 400;
public int height = 400;
public Color color = new Color(1f, 1f, 1f, 0.1f);
public override object GetValue(NodePort port) {
return null;
}
/// <summary> Gets nodes in this group </summary>
public List<Node> GetNodes() {
List<Node> result = new List<Node>();
foreach (Node node in graph.nodes) {
if (node == this) continue;
if (node == null) continue;
if (node.position.x < this.position.x) continue;
if (node.position.y < this.position.y) continue;
if (node.position.x > this.position.x + width) continue;
if (node.position.y > this.position.y + height + 30) continue;
result.Add(node);
public override object GetValue(NodePort port)
{
return null;
}
/// <summary> Gets nodes in this group </summary>
public List<Node> GetNodes()
{
var result = new List<Node>();
foreach (Node node in graph.nodes)
{
if (node == this)
{
continue;
}
if (node == null)
{
continue;
}
if (node.position.x < position.x)
{
continue;
}
if (node.position.y < position.y)
{
continue;
}
if (node.position.x > position.x + width)
{
continue;
}
if (node.position.y > position.y + height + 30)
{
continue;
}
result.Add(node);
}
return result;
}
return result;
}
}

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@ -1,18 +1,27 @@
using UnityEngine;
/// <summary> Lets you instantiate a node graph in the scene. This allows you to reference in-scene objects. </summary>
public class SceneGraph : MonoBehaviour {
public NodeGraph graph;
}
namespace XNode
{
/// <summary> Lets you instantiate a node graph in the scene. This allows you to reference in-scene objects. </summary>
public class SceneGraph : MonoBehaviour
{
public NodeGraph graph;
}
/// <summary> Derive from this class to create a SceneGraph with a specific graph type. </summary>
/// <example>
/// <code>
/// public class MySceneGraph : SceneGraph<MyGraph> {
///
/// }
/// </code>
/// </example>
public class SceneGraph<T> : SceneGraph where T : NodeGraph {
public new T graph { get { return base.graph as T; } set { base.graph = value; } }
/// <summary> Derive from this class to create a SceneGraph with a specific graph type. </summary>
/// <example>
/// <code>
/// public class MySceneGraph : SceneGraph<MyGraph>
/// {
/// }
/// </code>
/// </example>
public class SceneGraph<T> : SceneGraph where T : NodeGraph
{
public new T graph
{
get => base.graph as T;
set => base.graph = value;
}
}
}