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Delete Scripts directory

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MowfaqAlarbi 2021-07-10 09:26:36 +02:00 committed by GitHub
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using UnityEngine;
/// <summary> Draw enums correctly within nodes. Without it, enums show up at the wrong positions. </summary>
/// <remarks> Enums with this attribute are not detected by EditorGui.ChangeCheck due to waiting before executing </remarks>
public class NodeEnumAttribute : PropertyAttribute { }

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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
using XNode;
using XNodeEditor;
namespace XNodeEditor {
[CustomPropertyDrawer(typeof(NodeEnumAttribute))]
public class NodeEnumDrawer : PropertyDrawer {
public override void OnGUI(Rect position, SerializedProperty property, GUIContent label) {
EditorGUI.BeginProperty(position, label, property);
EnumPopup(position, property, label);
EditorGUI.EndProperty();
}
public static void EnumPopup(Rect position, SerializedProperty property, GUIContent label) {
// Throw error on wrong type
if (property.propertyType != SerializedPropertyType.Enum) {
throw new ArgumentException("Parameter selected must be of type System.Enum");
}
// Add label
position = EditorGUI.PrefixLabel(position, GUIUtility.GetControlID(FocusType.Passive), label);
// Get current enum name
string enumName = "";
if (property.enumValueIndex >= 0 && property.enumValueIndex < property.enumDisplayNames.Length) enumName = property.enumDisplayNames[property.enumValueIndex];
#if UNITY_2017_1_OR_NEWER
// Display dropdown
if (EditorGUI.DropdownButton(position, new GUIContent(enumName), FocusType.Passive)) {
// Position is all wrong if we show the dropdown during the node draw phase.
// Instead, add it to onLateGUI to display it later.
NodeEditorWindow.current.onLateGUI += () => ShowContextMenuAtMouse(property);
}
#else
// Display dropdown
if (GUI.Button(position, new GUIContent(enumName), "MiniPopup")) {
// Position is all wrong if we show the dropdown during the node draw phase.
// Instead, add it to onLateGUI to display it later.
NodeEditorWindow.current.onLateGUI += () => ShowContextMenuAtMouse(property);
}
#endif
}
public static void ShowContextMenuAtMouse(SerializedProperty property) {
// Initialize menu
GenericMenu menu = new GenericMenu();
// Add all enum display names to menu
for (int i = 0; i < property.enumDisplayNames.Length; i++) {
int index = i;
menu.AddItem(new GUIContent(property.enumDisplayNames[i]), false, () => SetEnum(property, index));
}
// Display at cursor position
Rect r = new Rect(Event.current.mousePosition, new Vector2(0, 0));
menu.DropDown(r);
}
private static void SetEnum(SerializedProperty property, int index) {
property.enumValueIndex = index;
property.serializedObject.ApplyModifiedProperties();
property.serializedObject.Update();
}
}
}

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#if UNITY_EDITOR && ODIN_INSPECTOR
using System;
using System.Collections.Generic;
using System.Reflection;
using Sirenix.OdinInspector.Editor;
using UnityEngine;
using XNode;
namespace XNodeEditor {
internal class OdinNodeInGraphAttributeProcessor<T> : OdinAttributeProcessor<T> where T : Node {
public override bool CanProcessSelfAttributes(InspectorProperty property) {
return false;
}
public override bool CanProcessChildMemberAttributes(InspectorProperty parentProperty, MemberInfo member) {
if (!NodeEditor.inNodeEditor)
return false;
if (member.MemberType == MemberTypes.Field) {
switch (member.Name) {
case "graph":
case "position":
case "ports":
return true;
default:
break;
}
}
return false;
}
public override void ProcessChildMemberAttributes(InspectorProperty parentProperty, MemberInfo member, List<Attribute> attributes) {
switch (member.Name) {
case "graph":
case "position":
case "ports":
attributes.Add(new HideInInspector());
break;
default:
break;
}
}
}
}
#endif

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#if UNITY_EDITOR && ODIN_INSPECTOR
using Sirenix.OdinInspector;
using Sirenix.OdinInspector.Editor;
using Sirenix.Utilities.Editor;
using UnityEngine;
using XNode;
namespace XNodeEditor {
public class InputAttributeDrawer : OdinAttributeDrawer<XNode.Node.InputAttribute> {
protected override bool CanDrawAttributeProperty(InspectorProperty property) {
Node node = property.Tree.WeakTargets[0] as Node;
return node != null;
}
protected override void DrawPropertyLayout(GUIContent label) {
Node node = Property.Tree.WeakTargets[0] as Node;
NodePort port = node.GetInputPort(Property.Name);
if (!NodeEditor.inNodeEditor) {
if (Attribute.backingValue == XNode.Node.ShowBackingValue.Always || Attribute.backingValue == XNode.Node.ShowBackingValue.Unconnected && !port.IsConnected)
CallNextDrawer(label);
return;
}
if (Property.Tree.WeakTargets.Count > 1) {
SirenixEditorGUI.WarningMessageBox("Cannot draw ports with multiple nodes selected");
return;
}
if (port != null) {
var portPropoerty = Property.Tree.GetUnityPropertyForPath(Property.UnityPropertyPath);
if (portPropoerty == null) {
SirenixEditorGUI.ErrorMessageBox("Port property missing at: " + Property.UnityPropertyPath);
return;
} else {
var labelWidth = Property.GetAttribute<LabelWidthAttribute>();
if (labelWidth != null)
GUIHelper.PushLabelWidth(labelWidth.Width);
NodeEditorGUILayout.PropertyField(portPropoerty, label == null ? GUIContent.none : label, true, GUILayout.MinWidth(30));
if (labelWidth != null)
GUIHelper.PopLabelWidth();
}
}
}
}
}
#endif

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#if UNITY_EDITOR && ODIN_INSPECTOR
using Sirenix.OdinInspector;
using Sirenix.OdinInspector.Editor;
using Sirenix.Utilities.Editor;
using UnityEngine;
using XNode;
namespace XNodeEditor {
public class OutputAttributeDrawer : OdinAttributeDrawer<XNode.Node.OutputAttribute> {
protected override bool CanDrawAttributeProperty(InspectorProperty property) {
Node node = property.Tree.WeakTargets[0] as Node;
return node != null;
}
protected override void DrawPropertyLayout(GUIContent label) {
Node node = Property.Tree.WeakTargets[0] as Node;
NodePort port = node.GetOutputPort(Property.Name);
if (!NodeEditor.inNodeEditor) {
if (Attribute.backingValue == XNode.Node.ShowBackingValue.Always || Attribute.backingValue == XNode.Node.ShowBackingValue.Unconnected && !port.IsConnected)
CallNextDrawer(label);
return;
}
if (Property.Tree.WeakTargets.Count > 1) {
SirenixEditorGUI.WarningMessageBox("Cannot draw ports with multiple nodes selected");
return;
}
if (port != null) {
var portPropoerty = Property.Tree.GetUnityPropertyForPath(Property.UnityPropertyPath);
if (portPropoerty == null) {
SirenixEditorGUI.ErrorMessageBox("Port property missing at: " + Property.UnityPropertyPath);
return;
} else {
var labelWidth = Property.GetAttribute<LabelWidthAttribute>();
if (labelWidth != null)
GUIHelper.PushLabelWidth(labelWidth.Width);
NodeEditorGUILayout.PropertyField(portPropoerty, label == null ? GUIContent.none : label, true, GUILayout.MinWidth(30));
if (labelWidth != null)
GUIHelper.PopLabelWidth();
}
}
}
}
}
#endif

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using UnityEngine;
namespace XNodeEditor.Internal {
public struct RerouteReference {
public XNode.NodePort port;
public int connectionIndex;
public int pointIndex;
public RerouteReference(XNode.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]; }
}
}

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using System;
using System.Collections.Generic;
using System.Linq;
using UnityEditor;
using UnityEngine;
#if ODIN_INSPECTOR
using Sirenix.OdinInspector.Editor;
using Sirenix.Utilities;
using Sirenix.Utilities.Editor;
#endif
namespace XNodeEditor {
/// <summary> Base class to derive custom Node editors from. Use this to create your own custom inspectors and editors for your nodes. </summary>
[CustomNodeEditor(typeof(XNode.Node))]
public class NodeEditor : XNodeEditor.Internal.NodeEditorBase<NodeEditor, NodeEditor.CustomNodeEditorAttribute, XNode.Node> {
private readonly Color DEFAULTCOLOR = new Color32(90, 97, 105, 255);
/// <summary> Fires every whenever a node was modified through the editor </summary>
public static Action<XNode.Node> onUpdateNode;
public readonly static Dictionary<XNode.NodePort, Vector2> portPositions = new Dictionary<XNode.NodePort, Vector2>();
#if ODIN_INSPECTOR
internal static bool inNodeEditor = false;
#endif
public virtual void OnHeaderGUI() {
GUILayout.Label(target.name, NodeEditorResources.styles.nodeHeader, GUILayout.Height(30));
}
/// <summary> Draws standard field editors for all public fields </summary>
public virtual void OnBodyGUI() {
#if ODIN_INSPECTOR
inNodeEditor = true;
#endif
// Unity specifically requires this to save/update any serial object.
// serializedObject.Update(); must go at the start of an inspector gui, and
// serializedObject.ApplyModifiedProperties(); goes at the end.
serializedObject.Update();
string[] excludes = { "m_Script", "graph", "position", "ports" };
#if ODIN_INSPECTOR
InspectorUtilities.BeginDrawPropertyTree(objectTree, true);
GUIHelper.PushLabelWidth(84);
objectTree.Draw(true);
InspectorUtilities.EndDrawPropertyTree(objectTree);
GUIHelper.PopLabelWidth();
#else
// Iterate through serialized properties and draw them like the Inspector (But with ports)
SerializedProperty iterator = serializedObject.GetIterator();
bool enterChildren = true;
EditorGUIUtility.labelWidth = 84;
while (iterator.NextVisible(enterChildren)) {
enterChildren = false;
if (excludes.Contains(iterator.name)) continue;
NodeEditorGUILayout.PropertyField(iterator, true);
}
#endif
// Iterate through dynamic ports and draw them in the order in which they are serialized
foreach (XNode.NodePort dynamicPort in target.DynamicPorts) {
if (NodeEditorGUILayout.IsDynamicPortListPort(dynamicPort)) continue;
NodeEditorGUILayout.PortField(dynamicPort);
}
serializedObject.ApplyModifiedProperties();
#if ODIN_INSPECTOR
// Call repaint so that the graph window elements respond properly to layout changes coming from Odin
if (GUIHelper.RepaintRequested) {
GUIHelper.ClearRepaintRequest();
window.Repaint();
}
#else
window.Repaint();
#endif
#if ODIN_INSPECTOR
inNodeEditor = false;
#endif
}
public virtual int GetWidth() {
Type type = target.GetType();
int width;
if (type.TryGetAttributeWidth(out width)) return width;
else return 208;
}
/// <summary> Returns color for target node </summary>
public virtual Color GetTint() {
// Try get color from [NodeTint] attribute
Type type = target.GetType();
Color color;
if (type.TryGetAttributeTint(out color)) return color;
// Return default color (grey)
else return DEFAULTCOLOR;
}
public virtual GUIStyle GetBodyStyle() {
return NodeEditorResources.styles.nodeBody;
}
/// <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) {
// Actions if only one node is selected
if (Selection.objects.Length == 1 && Selection.activeObject is XNode.Node) {
XNode.Node node = Selection.activeObject as XNode.Node;
menu.AddItem(new GUIContent("Move To Top"), false, () => NodeEditorWindow.current.MoveNodeToTop(node));
menu.AddItem(new GUIContent("Rename"), false, NodeEditorWindow.current.RenameSelectedNode);
}
// Add actions to any number of selected nodes
menu.AddItem(new GUIContent("Copy"), false, NodeEditorWindow.current.CopySelectedNodes);
menu.AddItem(new GUIContent("Duplicate"), false, NodeEditorWindow.current.DuplicateSelectedNodes);
menu.AddItem(new GUIContent("Remove"), false, NodeEditorWindow.current.RemoveSelectedNodes);
// Custom sctions if only one node is selected
if (Selection.objects.Length == 1 && Selection.activeObject is XNode.Node) {
XNode.Node node = Selection.activeObject as XNode.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());
target.name = newName;
AssetDatabase.ImportAsset(AssetDatabase.GetAssetPath(target));
}
[AttributeUsage(AttributeTargets.Class)]
public class CustomNodeEditorAttribute : Attribute,
XNodeEditor.Internal.NodeEditorBase<NodeEditor, NodeEditor.CustomNodeEditorAttribute, XNode.Node>.INodeEditorAttrib {
private Type inspectedType;
/// <summary> Tells a NodeEditor which Node type it is an editor for </summary>
/// <param name="inspectedType">Type that this editor can edit</param>
public CustomNodeEditorAttribute(Type inspectedType) {
this.inspectedType = inspectedType;
}
public Type GetInspectedType() {
return inspectedType;
}
}
}
}

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using System;
using System.Collections.Generic;
using System.Linq;
using UnityEditor;
using UnityEngine;
using XNodeEditor.Internal;
namespace XNodeEditor {
public partial class NodeEditorWindow {
public enum NodeActivity { Idle, HoldNode, DragNode, HoldGrid, DragGrid }
public static NodeActivity currentActivity = NodeActivity.Idle;
public static bool isPanning { get; private set; }
public static Vector2[] dragOffset;
public static XNode.Node[] copyBuffer = null;
private bool IsDraggingPort { get { return draggedOutput != null; } }
private bool IsHoveringPort { get { return hoveredPort != null; } }
private bool IsHoveringNode { get { return hoveredNode != null; } }
private bool IsHoveringReroute { get { return hoveredReroute.port != null; } }
private XNode.Node hoveredNode = null;
[NonSerialized] private XNode.NodePort hoveredPort = null;
[NonSerialized] private XNode.NodePort draggedOutput = null;
[NonSerialized] private XNode.NodePort draggedOutputTarget = null;
[NonSerialized] private List<Vector2> draggedOutputReroutes = new List<Vector2>();
private RerouteReference hoveredReroute = new RerouteReference();
private List<RerouteReference> selectedReroutes = new List<RerouteReference>();
private Vector2 dragBoxStart;
private UnityEngine.Object[] preBoxSelection;
private RerouteReference[] preBoxSelectionReroute;
private Rect selectionBox;
private bool isDoubleClick = false;
private Vector2 lastMousePosition;
public void Controls() {
wantsMouseMove = true;
Event e = Event.current;
switch (e.type) {
case EventType.DragUpdated:
case EventType.DragPerform:
DragAndDrop.visualMode = DragAndDropVisualMode.Generic;
if (e.type == EventType.DragPerform) {
DragAndDrop.AcceptDrag();
graphEditor.OnDropObjects(DragAndDrop.objectReferences);
}
break;
case EventType.MouseMove:
//Keyboard commands will not get correct mouse position from Event
lastMousePosition = e.mousePosition;
break;
case EventType.ScrollWheel:
float oldZoom = zoom;
if (e.delta.y > 0) zoom += 0.1f * zoom;
else zoom -= 0.1f * zoom;
if (NodeEditorPreferences.GetSettings().zoomToMouse) panOffset += (1 - oldZoom / zoom) * (WindowToGridPosition(e.mousePosition) + panOffset);
break;
case EventType.MouseDrag:
if (e.button == 0) {
if (IsDraggingPort) {
if (IsHoveringPort && hoveredPort.IsInput && draggedOutput.CanConnectTo(hoveredPort)) {
if (!draggedOutput.IsConnectedTo(hoveredPort)) {
draggedOutputTarget = hoveredPort;
}
} else {
draggedOutputTarget = null;
}
Repaint();
} else if (currentActivity == NodeActivity.HoldNode) {
RecalculateDragOffsets(e);
currentActivity = NodeActivity.DragNode;
Repaint();
}
if (currentActivity == NodeActivity.DragNode) {
// Holding ctrl inverts grid snap
bool gridSnap = NodeEditorPreferences.GetSettings().gridSnap;
if (e.control) gridSnap = !gridSnap;
Vector2 mousePos = WindowToGridPosition(e.mousePosition);
// Move selected nodes with offset
for (int i = 0; i < Selection.objects.Length; i++) {
if (Selection.objects[i] is XNode.Node) {
XNode.Node node = Selection.objects[i] as XNode.Node;
Vector2 initial = node.position;
node.position = mousePos + dragOffset[i];
if (gridSnap) {
node.position.x = (Mathf.Round((node.position.x + 8) / 16) * 16) - 8;
node.position.y = (Mathf.Round((node.position.y + 8) / 16) * 16) - 8;
}
// Offset portConnectionPoints instantly if a node is dragged so they aren't delayed by a frame.
Vector2 offset = node.position - initial;
if (offset.sqrMagnitude > 0) {
foreach (XNode.NodePort output in node.Outputs) {
Rect rect;
if (portConnectionPoints.TryGetValue(output, out rect)) {
rect.position += offset;
portConnectionPoints[output] = rect;
}
}
foreach (XNode.NodePort input in node.Inputs) {
Rect rect;
if (portConnectionPoints.TryGetValue(input, out rect)) {
rect.position += offset;
portConnectionPoints[input] = rect;
}
}
}
}
}
// Move selected reroutes with offset
for (int i = 0; i < selectedReroutes.Count; i++) {
Vector2 pos = mousePos + dragOffset[Selection.objects.Length + i];
if (gridSnap) {
pos.x = (Mathf.Round(pos.x / 16) * 16);
pos.y = (Mathf.Round(pos.y / 16) * 16);
}
selectedReroutes[i].SetPoint(pos);
}
Repaint();
} else if (currentActivity == NodeActivity.HoldGrid) {
currentActivity = NodeActivity.DragGrid;
preBoxSelection = Selection.objects;
preBoxSelectionReroute = selectedReroutes.ToArray();
dragBoxStart = WindowToGridPosition(e.mousePosition);
Repaint();
} else if (currentActivity == NodeActivity.DragGrid) {
Vector2 boxStartPos = GridToWindowPosition(dragBoxStart);
Vector2 boxSize = e.mousePosition - 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); }
selectionBox = new Rect(boxStartPos, boxSize);
Repaint();
}
} else if (e.button == 1 || e.button == 2) {
panOffset += e.delta * zoom;
isPanning = true;
}
break;
case EventType.MouseDown:
Repaint();
if (e.button == 0) {
draggedOutputReroutes.Clear();
if (IsHoveringPort) {
if (hoveredPort.IsOutput) {
draggedOutput = hoveredPort;
} else {
hoveredPort.VerifyConnections();
if (hoveredPort.IsConnected) {
XNode.Node node = hoveredPort.node;
XNode.NodePort output = hoveredPort.Connection;
int outputConnectionIndex = output.GetConnectionIndex(hoveredPort);
draggedOutputReroutes = output.GetReroutePoints(outputConnectionIndex);
hoveredPort.Disconnect(output);
draggedOutput = output;
draggedOutputTarget = hoveredPort;
if (NodeEditor.onUpdateNode != null) NodeEditor.onUpdateNode(node);
}
}
} else if (IsHoveringNode && IsHoveringTitle(hoveredNode)) {
// If mousedown on node header, select or deselect
if (!Selection.Contains(hoveredNode)) {
SelectNode(hoveredNode, e.control || e.shift);
if (!e.control && !e.shift) selectedReroutes.Clear();
} else if (e.control || e.shift) DeselectNode(hoveredNode);
// Cache double click state, but only act on it in MouseUp - Except ClickCount only works in mouseDown.
isDoubleClick = (e.clickCount == 2);
e.Use();
currentActivity = NodeActivity.HoldNode;
} else if (IsHoveringReroute) {
// If reroute isn't selected
if (!selectedReroutes.Contains(hoveredReroute)) {
// Add it
if (e.control || e.shift) selectedReroutes.Add(hoveredReroute);
// Select it
else {
selectedReroutes = new List<RerouteReference>() { hoveredReroute };
Selection.activeObject = null;
}
}
// Deselect
else if (e.control || e.shift) selectedReroutes.Remove(hoveredReroute);
e.Use();
currentActivity = NodeActivity.HoldNode;
}
// If mousedown on grid background, deselect all
else if (!IsHoveringNode) {
currentActivity = NodeActivity.HoldGrid;
if (!e.control && !e.shift) {
selectedReroutes.Clear();
Selection.activeObject = null;
}
}
}
break;
case EventType.MouseUp:
if (e.button == 0) {
//Port drag release
if (IsDraggingPort) {
//If connection is valid, save it
if (draggedOutputTarget != null) {
XNode.Node node = draggedOutputTarget.node;
if (graph.nodes.Count != 0) draggedOutput.Connect(draggedOutputTarget);
// ConnectionIndex can be -1 if the connection is removed instantly after creation
int connectionIndex = draggedOutput.GetConnectionIndex(draggedOutputTarget);
if (connectionIndex != -1) {
draggedOutput.GetReroutePoints(connectionIndex).AddRange(draggedOutputReroutes);
if (NodeEditor.onUpdateNode != null) NodeEditor.onUpdateNode(node);
EditorUtility.SetDirty(graph);
}
}
//Release dragged connection
draggedOutput = null;
draggedOutputTarget = null;
EditorUtility.SetDirty(graph);
if (NodeEditorPreferences.GetSettings().autoSave) AssetDatabase.SaveAssets();
} else if (currentActivity == NodeActivity.DragNode) {
IEnumerable<XNode.Node> nodes = Selection.objects.Where(x => x is XNode.Node).Select(x => x as XNode.Node);
foreach (XNode.Node node in nodes) EditorUtility.SetDirty(node);
if (NodeEditorPreferences.GetSettings().autoSave) AssetDatabase.SaveAssets();
} else if (!IsHoveringNode) {
// If click outside node, release field focus
if (!isPanning) {
EditorGUI.FocusTextInControl(null);
EditorGUIUtility.editingTextField = false;
}
if (NodeEditorPreferences.GetSettings().autoSave) AssetDatabase.SaveAssets();
}
// If click node header, select it.
if (currentActivity == NodeActivity.HoldNode && !(e.control || e.shift)) {
selectedReroutes.Clear();
SelectNode(hoveredNode, false);
// Double click to center node
if (isDoubleClick) {
Vector2 nodeDimension = nodeSizes.ContainsKey(hoveredNode) ? nodeSizes[hoveredNode] / 2 : Vector2.zero;
panOffset = -hoveredNode.position - nodeDimension;
}
}
// If click reroute, select it.
if (IsHoveringReroute && !(e.control || e.shift)) {
selectedReroutes = new List<RerouteReference>() { hoveredReroute };
Selection.activeObject = null;
}
Repaint();
currentActivity = NodeActivity.Idle;
} else if (e.button == 1 || e.button == 2) {
if (!isPanning) {
if (IsDraggingPort) {
draggedOutputReroutes.Add(WindowToGridPosition(e.mousePosition));
} else if (currentActivity == NodeActivity.DragNode && Selection.activeObject == null && selectedReroutes.Count == 1) {
selectedReroutes[0].InsertPoint(selectedReroutes[0].GetPoint());
selectedReroutes[0] = new RerouteReference(selectedReroutes[0].port, selectedReroutes[0].connectionIndex, selectedReroutes[0].pointIndex + 1);
} else if (IsHoveringReroute) {
ShowRerouteContextMenu(hoveredReroute);
} else if (IsHoveringPort) {
ShowPortContextMenu(hoveredPort);
} else if (IsHoveringNode && IsHoveringTitle(hoveredNode)) {
if (!Selection.Contains(hoveredNode)) SelectNode(hoveredNode, false);
GenericMenu menu = new GenericMenu();
NodeEditor.GetEditor(hoveredNode, this).AddContextMenuItems(menu);
menu.DropDown(new Rect(Event.current.mousePosition, Vector2.zero));
e.Use(); // Fixes copy/paste context menu appearing in Unity 5.6.6f2 - doesn't occur in 2018.3.2f1 Probably needs to be used in other places.
} else if (!IsHoveringNode) {
GenericMenu menu = new GenericMenu();
graphEditor.AddContextMenuItems(menu);
menu.DropDown(new Rect(Event.current.mousePosition, Vector2.zero));
}
}
isPanning = false;
}
// Reset DoubleClick
isDoubleClick = false;
break;
case EventType.KeyDown:
if (EditorGUIUtility.editingTextField) break;
else if (e.keyCode == KeyCode.F) Home();
if (NodeEditorUtilities.IsMac()) {
if (e.keyCode == KeyCode.Return) RenameSelectedNode();
} else {
if (e.keyCode == KeyCode.F2) RenameSelectedNode();
}
if (e.keyCode == KeyCode.A) {
if (Selection.objects.Any(x => graph.nodes.Contains(x))) {
foreach (XNode.Node node in graph.nodes) {
DeselectNode(node);
}
} else {
foreach (XNode.Node node in graph.nodes) {
SelectNode(node, true);
}
}
}
break;
case EventType.ValidateCommand:
case EventType.ExecuteCommand:
if (e.commandName == "SoftDelete") {
if (e.type == EventType.ExecuteCommand) RemoveSelectedNodes();
e.Use();
} else if (NodeEditorUtilities.IsMac() && e.commandName == "Delete") {
if (e.type == EventType.ExecuteCommand) RemoveSelectedNodes();
e.Use();
} else if (e.commandName == "Duplicate") {
if (e.type == EventType.ExecuteCommand) DuplicateSelectedNodes();
e.Use();
} else if (e.commandName == "Copy") {
if (e.type == EventType.ExecuteCommand) CopySelectedNodes();
e.Use();
} else if (e.commandName == "Paste") {
if (e.type == EventType.ExecuteCommand) PasteNodes(WindowToGridPosition(lastMousePosition));
e.Use();
}
Repaint();
break;
case EventType.Ignore:
// If release mouse outside window
if (e.rawType == EventType.MouseUp && currentActivity == NodeActivity.DragGrid) {
Repaint();
currentActivity = NodeActivity.Idle;
}
break;
}
}
private void RecalculateDragOffsets(Event current) {
dragOffset = new Vector2[Selection.objects.Length + selectedReroutes.Count];
// Selected nodes
for (int i = 0; i < Selection.objects.Length; i++) {
if (Selection.objects[i] is XNode.Node) {
XNode.Node node = Selection.objects[i] as XNode.Node;
dragOffset[i] = node.position - WindowToGridPosition(current.mousePosition);
}
}
// Selected reroutes
for (int i = 0; i < selectedReroutes.Count; i++) {
dragOffset[Selection.objects.Length + i] = selectedReroutes[i].GetPoint() - WindowToGridPosition(current.mousePosition);
}
}
/// <summary> Puts all selected nodes in focus. If no nodes are present, resets view and zoom to to origin </summary>
public void Home() {
var nodes = Selection.objects.Where(o => o is XNode.Node).Cast<XNode.Node>().ToList();
if (nodes.Count > 0) {
Vector2 minPos = nodes.Select(x => x.position).Aggregate((x, y) => new Vector2(Mathf.Min(x.x, y.x), Mathf.Min(x.y, y.y)));
Vector2 maxPos = nodes.Select(x => x.position + (nodeSizes.ContainsKey(x) ? nodeSizes[x] : Vector2.zero)).Aggregate((x, y) => new Vector2(Mathf.Max(x.x, y.x), Mathf.Max(x.y, y.y)));
panOffset = -(minPos + (maxPos - minPos) / 2f);
} else {
zoom = 2;
panOffset = Vector2.zero;
}
}
/// <summary> Remove nodes in the graph in Selection.objects</summary>
public void RemoveSelectedNodes() {
// We need to delete reroutes starting at the highest point index to avoid shifting indices
selectedReroutes = selectedReroutes.OrderByDescending(x => x.pointIndex).ToList();
for (int i = 0; i < selectedReroutes.Count; i++) {
selectedReroutes[i].RemovePoint();
}
selectedReroutes.Clear();
foreach (UnityEngine.Object item in Selection.objects) {
if (item is XNode.Node) {
XNode.Node node = item as XNode.Node;
graphEditor.RemoveNode(node);
}
}
}
/// <summary> Initiate a rename on the currently selected node </summary>
public void RenameSelectedNode() {
if (Selection.objects.Length == 1 && Selection.activeObject is XNode.Node) {
XNode.Node node = Selection.activeObject as XNode.Node;
Vector2 size;
if (nodeSizes.TryGetValue(node, out size)) {
RenamePopup.Show(Selection.activeObject, size.x);
} else {
RenamePopup.Show(Selection.activeObject);
}
}
}
/// <summary> Draw this node on top of other nodes by placing it last in the graph.nodes list </summary>
public void MoveNodeToTop(XNode.Node node) {
int index;
while ((index = graph.nodes.IndexOf(node)) != graph.nodes.Count - 1) {
graph.nodes[index] = graph.nodes[index + 1];
graph.nodes[index + 1] = node;
}
}
/// <summary> Duplicate selected nodes and select the duplicates </summary>
public void DuplicateSelectedNodes() {
// Get selected nodes which are part of this graph
XNode.Node[] selectedNodes = Selection.objects.Select(x => x as XNode.Node).Where(x => x != null && x.graph == graph).ToArray();
// Get top left node position
Vector2 topLeftNode = selectedNodes.Select(x => x.position).Aggregate((x, y) => new Vector2(Mathf.Min(x.x, y.x), Mathf.Min(x.y, y.y)));
InsertDuplicateNodes(selectedNodes, topLeftNode + new Vector2(30, 30));
}
public void CopySelectedNodes() {
copyBuffer = Selection.objects.Select(x => x as XNode.Node).Where(x => x != null && x.graph == graph).ToArray();
}
public void PasteNodes(Vector2 pos) {
InsertDuplicateNodes(copyBuffer, pos);
}
private void InsertDuplicateNodes(XNode.Node[] nodes, Vector2 topLeft) {
if (nodes == null || nodes.Length == 0) return;
// Get top-left node
Vector2 topLeftNode = nodes.Select(x => x.position).Aggregate((x, y) => new Vector2(Mathf.Min(x.x, y.x), Mathf.Min(x.y, y.y)));
Vector2 offset = topLeft - topLeftNode;
UnityEngine.Object[] newNodes = new UnityEngine.Object[nodes.Length];
Dictionary<XNode.Node, XNode.Node> substitutes = new Dictionary<XNode.Node, XNode.Node>();
for (int i = 0; i < nodes.Length; i++) {
XNode.Node srcNode = nodes[i];
if (srcNode == null) continue;
XNode.Node newNode = graphEditor.CopyNode(srcNode);
substitutes.Add(srcNode, newNode);
newNode.position = srcNode.position + offset;
newNodes[i] = newNode;
}
// Walk through the selected nodes again, recreate connections, using the new nodes
for (int i = 0; i < nodes.Length; i++) {
XNode.Node srcNode = nodes[i];
if (srcNode == null) continue;
foreach (XNode.NodePort port in srcNode.Ports) {
for (int c = 0; c < port.ConnectionCount; c++) {
XNode.NodePort inputPort = port.direction == XNode.NodePort.IO.Input ? port : port.GetConnection(c);
XNode.NodePort outputPort = port.direction == XNode.NodePort.IO.Output ? port : port.GetConnection(c);
XNode.Node newNodeIn, newNodeOut;
if (substitutes.TryGetValue(inputPort.node, out newNodeIn) && substitutes.TryGetValue(outputPort.node, out newNodeOut)) {
newNodeIn.UpdateStaticPorts();
newNodeOut.UpdateStaticPorts();
inputPort = newNodeIn.GetInputPort(inputPort.fieldName);
outputPort = newNodeOut.GetOutputPort(outputPort.fieldName);
}
if (!inputPort.IsConnectedTo(outputPort)) inputPort.Connect(outputPort);
}
}
}
// Select the new nodes
Selection.objects = newNodes;
}
/// <summary> Draw a connection as we are dragging it </summary>
public void DrawDraggedConnection() {
if (IsDraggingPort) {
Color col = NodeEditorPreferences.GetTypeColor(draggedOutput.ValueType);
col.a = draggedOutputTarget != null ? 1.0f : 0.6f;
Rect fromRect;
if (!_portConnectionPoints.TryGetValue(draggedOutput, out fromRect)) return;
List<Vector2> gridPoints = new List<Vector2>();
gridPoints.Add(fromRect.center);
for (int i = 0; i < draggedOutputReroutes.Count; i++) {
gridPoints.Add(draggedOutputReroutes[i]);
}
if (draggedOutputTarget != null) gridPoints.Add(portConnectionPoints[draggedOutputTarget].center);
else gridPoints.Add(WindowToGridPosition(Event.current.mousePosition));
DrawNoodle(col, gridPoints);
Color bgcol = Color.black;
Color frcol = col;
bgcol.a = 0.6f;
frcol.a = 0.6f;
// Loop through reroute points again and draw the points
for (int i = 0; i < draggedOutputReroutes.Count; i++) {
// Draw reroute point at position
Rect rect = new Rect(draggedOutputReroutes[i], new Vector2(16, 16));
rect.position = new Vector2(rect.position.x - 8, rect.position.y - 8);
rect = GridToWindowRect(rect);
NodeEditorGUILayout.DrawPortHandle(rect, bgcol, frcol);
}
}
}
bool IsHoveringTitle(XNode.Node node) {
Vector2 mousePos = Event.current.mousePosition;
//Get node position
Vector2 nodePos = GridToWindowPosition(node.position);
float width;
Vector2 size;
if (nodeSizes.TryGetValue(node, out size)) width = size.x;
else width = 200;
Rect windowRect = new Rect(nodePos, new Vector2(width / zoom, 30 / zoom));
return windowRect.Contains(mousePos);
}
}
}

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@ -1,12 +0,0 @@
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using UnityEditor;
using UnityEngine;
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) {
// Get the object that is requested for deletion
UnityEngine.Object obj = AssetDatabase.LoadAssetAtPath<UnityEngine.Object> (path);
// If we aren't deleting a script, return
if (!(obj is UnityEditor.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 (XNode.Node) && !scriptType.IsSubclassOf (typeof (XNode.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++) {
XNode.Node node = objs[k] as XNode.Node;
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);
}
}
}
}
// 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 () {
// Find all NodeGraph assets
string[] guids = AssetDatabase.FindAssets ("t:" + typeof (XNode.NodeGraph));
for (int i = 0; i < guids.Length; i++) {
string assetpath = AssetDatabase.GUIDToAssetPath (guids[i]);
XNode.NodeGraph graph = AssetDatabase.LoadAssetAtPath (assetpath, typeof (XNode.NodeGraph)) as XNode.NodeGraph;
graph.nodes.RemoveAll(x => x == null); //Remove null items
Object[] 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++) {
// Ignore null sub assets
if (objs[u] == null) continue;
if (!graph.nodes.Contains (objs[u] as XNode.Node)) graph.nodes.Add(objs[u] as XNode.Node);
}
}
}
}
}

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@ -1,91 +0,0 @@
using System;
using System.Collections;
using System.Collections.Generic;
using System.Reflection;
using UnityEditor;
using UnityEngine;
#if ODIN_INSPECTOR
using Sirenix.OdinInspector.Editor;
#endif
namespace XNodeEditor.Internal {
/// <summary> Handles caching of custom editor classes and their target types. Accessible with GetEditor(Type type) </summary>
/// <typeparam name="T">Editor Type. Should be the type of the deriving script itself (eg. NodeEditor) </typeparam>
/// <typeparam name="A">Attribute Type. The attribute used to connect with the runtime type (eg. CustomNodeEditorAttribute) </typeparam>
/// <typeparam name="K">Runtime Type. The ScriptableObject this can be an editor for (eg. Node) </typeparam>
public abstract class NodeEditorBase<T, A, K> where A : Attribute, NodeEditorBase<T, A, K>.INodeEditorAttrib where T : NodeEditorBase<T, A, K> where K : ScriptableObject {
/// <summary> Custom editors defined with [CustomNodeEditor] </summary>
private static Dictionary<Type, Type> editorTypes;
private static Dictionary<K, T> editors = new Dictionary<K, T>();
public NodeEditorWindow window;
public K target;
public SerializedObject serializedObject;
#if ODIN_INSPECTOR
private PropertyTree _objectTree;
public PropertyTree objectTree {
get {
if (this._objectTree == null) {
try {
bool wasInEditor = NodeEditor.inNodeEditor;
NodeEditor.inNodeEditor = true;
this._objectTree = PropertyTree.Create(this.serializedObject);
NodeEditor.inNodeEditor = wasInEditor;
} catch (ArgumentException ex) {
Debug.Log(ex);
}
}
return this._objectTree;
}
}
#endif
public static T GetEditor(K target, NodeEditorWindow window) {
if (target == null) return null;
T editor;
if (!editors.TryGetValue(target, out editor)) {
Type type = target.GetType();
Type editorType = GetEditorType(type);
editor = Activator.CreateInstance(editorType) as T;
editor.target = target;
editor.serializedObject = new SerializedObject(target);
editor.window = window;
editor.OnCreate();
editors.Add(target, editor);
}
if (editor.target == null) editor.target = target;
if (editor.window != window) editor.window = window;
if (editor.serializedObject == null) editor.serializedObject = new SerializedObject(target);
return editor;
}
private static Type GetEditorType(Type type) {
if (type == null) return null;
if (editorTypes == null) CacheCustomEditors();
Type result;
if (editorTypes.TryGetValue(type, out result)) return result;
//If type isn't found, try base type
return GetEditorType(type.BaseType);
}
private static void CacheCustomEditors() {
editorTypes = new Dictionary<Type, Type>();
//Get all classes deriving from NodeEditor via reflection
Type[] nodeEditors = typeof(T).GetDerivedTypes();
for (int i = 0; i < nodeEditors.Length; i++) {
if (nodeEditors[i].IsAbstract) continue;
var attribs = nodeEditors[i].GetCustomAttributes(typeof(A), false);
if (attribs == null || attribs.Length == 0) continue;
A attrib = attribs[0] as A;
editorTypes.Add(attrib.GetInspectedType(), nodeEditors[i]);
}
}
/// <summary> Called on creation, after references have been set </summary>
public virtual void OnCreate() { }
public interface INodeEditorAttrib {
Type GetInspectedType();
}
}
}

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@ -1,428 +0,0 @@
using System;
using System.Collections.Generic;
using System.Linq;
using UnityEditor;
using UnityEngine;
using XNodeEditor.Internal;
namespace XNodeEditor {
/// <summary> Contains GUI methods </summary>
public partial class NodeEditorWindow {
public NodeGraphEditor graphEditor;
private List<UnityEngine.Object> selectionCache;
private List<XNode.Node> culledNodes;
/// <summary> 19 if docked, 22 if not </summary>
private int topPadding { get { return isDocked() ? 19 : 22; } }
/// <summary> Executed after all other window GUI. Useful if Zoom is ruining your day. Automatically resets after being run.</summary>
public event Action onLateGUI;
private void OnGUI() {
Event e = Event.current;
Matrix4x4 m = GUI.matrix;
if (graph == null) return;
ValidateGraphEditor();
Controls();
DrawGrid(position, zoom, panOffset);
DrawConnections();
DrawDraggedConnection();
DrawNodes();
DrawSelectionBox();
DrawTooltip();
graphEditor.OnGUI();
// Run and reset onLateGUI
if (onLateGUI != null) {
onLateGUI();
onLateGUI = null;
}
GUI.matrix = m;
}
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),
rect.width * zoom,
rect.height * zoom));
}
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,
0);
GUI.matrix = Matrix4x4.TRS(offset, Quaternion.identity, Vector3.one);
}
public void DrawGrid(Rect rect, float zoom, Vector2 panOffset) {
rect.position = Vector2.zero;
Vector2 center = rect.size / 2f;
Texture2D gridTex = graphEditor.GetGridTexture();
Texture2D crossTex = graphEditor.GetSecondaryGridTexture();
// Offset from origin in tile units
float xOffset = -(center.x * zoom + panOffset.x) / gridTex.width;
float yOffset = ((center.y - rect.size.y) * zoom + panOffset.y) / gridTex.height;
Vector2 tileOffset = new Vector2(xOffset, yOffset);
// Amount of tiles
float tileAmountX = Mathf.Round(rect.size.x * zoom) / gridTex.width;
float tileAmountY = Mathf.Round(rect.size.y * zoom) / gridTex.height;
Vector2 tileAmount = new Vector2(tileAmountX, tileAmountY);
// Draw tiled background
GUI.DrawTextureWithTexCoords(rect, gridTex, new Rect(tileOffset, tileAmount));
GUI.DrawTextureWithTexCoords(rect, crossTex, new Rect(tileOffset + new Vector2(0.5f, 0.5f), tileAmount));
}
public void DrawSelectionBox() {
if (currentActivity == NodeActivity.DragGrid) {
Vector2 curPos = WindowToGridPosition(Event.current.mousePosition);
Vector2 size = curPos - dragBoxStart;
Rect r = new Rect(dragBoxStart, size);
r.position = GridToWindowPosition(r.position);
r.size /= zoom;
Handles.DrawSolidRectangleWithOutline(r, new Color(0, 0, 0, 0.1f), new Color(1, 1, 1, 0.6f));
}
}
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) {
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();
}
/// <summary> Show right-click context menu for hovered port </summary>
void ShowPortContextMenu(XNode.NodePort hoveredPort) {
GenericMenu contextMenu = new GenericMenu();
contextMenu.AddItem(new GUIContent("Clear Connections"), false, () => hoveredPort.ClearConnections());
contextMenu.DropDown(new Rect(Event.current.mousePosition, Vector2.zero));
if (NodeEditorPreferences.GetSettings().autoSave) AssetDatabase.SaveAssets();
}
/// <summary> Draw a bezier from output to input in grid coordinates </summary>
public void DrawNoodle(Color col, List<Vector2> gridPoints) {
Vector2[] windowPoints = gridPoints.Select(x => GridToWindowPosition(x)).ToArray();
Handles.color = col;
int length = gridPoints.Count;
switch (NodeEditorPreferences.GetSettings().noodleType) {
case NodeEditorPreferences.NoodleType.Curve:
Vector2 outputTangent = Vector2.right;
for (int i = 0; i < length - 1; i++) {
Vector2 inputTangent = Vector2.left;
if (i == 0) outputTangent = Vector2.right * Vector2.Distance(windowPoints[i], windowPoints[i + 1]) * 0.01f * zoom;
if (i < length - 2) {
Vector2 ab = (windowPoints[i + 1] - windowPoints[i]).normalized;
Vector2 cb = (windowPoints[i + 1] - windowPoints[i + 2]).normalized;
Vector2 ac = (windowPoints[i + 2] - windowPoints[i]).normalized;
Vector2 p = (ab + cb) * 0.5f;
float tangentLength = (Vector2.Distance(windowPoints[i], windowPoints[i + 1]) + Vector2.Distance(windowPoints[i + 1], windowPoints[i + 2])) * 0.005f * zoom;
float side = ((ac.x * (windowPoints[i + 1].y - windowPoints[i].y)) - (ac.y * (windowPoints[i + 1].x - windowPoints[i].x)));
p = new Vector2(-p.y, p.x) * Mathf.Sign(side) * tangentLength;
inputTangent = p;
}
else {
inputTangent = Vector2.left * Vector2.Distance(windowPoints[i], windowPoints[i + 1]) * 0.01f * zoom;
}
Handles.DrawBezier(windowPoints[i], windowPoints[i + 1], windowPoints[i] + ((outputTangent * 50) / zoom), windowPoints[i + 1] + ((inputTangent * 50) / zoom), col, null, 4);
outputTangent = -inputTangent;
}
break;
case NodeEditorPreferences.NoodleType.Line:
for (int i = 0; i < length - 1; i++) {
Handles.DrawAAPolyLine(5, windowPoints[i], windowPoints[i + 1]);
}
break;
case NodeEditorPreferences.NoodleType.Angled:
for (int i = 0; i < length - 1; i++) {
if (i == length - 1) continue; // Skip last index
if (windowPoints[i].x <= windowPoints[i + 1].x - (50 / zoom)) {
float midpoint = (windowPoints[i].x + windowPoints[i + 1].x) * 0.5f;
Vector2 start_1 = windowPoints[i];
Vector2 end_1 = windowPoints[i + 1];
start_1.x = midpoint;
end_1.x = midpoint;
Handles.DrawAAPolyLine(5, windowPoints[i], start_1);
Handles.DrawAAPolyLine(5, start_1, end_1);
Handles.DrawAAPolyLine(5, end_1, windowPoints[i + 1]);
} else {
float midpoint = (windowPoints[i].y + windowPoints[i + 1].y) * 0.5f;
Vector2 start_1 = windowPoints[i];
Vector2 end_1 = windowPoints[i + 1];
start_1.x += 25 / zoom;
end_1.x -= 25 / zoom;
Vector2 start_2 = start_1;
Vector2 end_2 = end_1;
start_2.y = midpoint;
end_2.y = midpoint;
Handles.DrawAAPolyLine(5, windowPoints[i], start_1);
Handles.DrawAAPolyLine(5, start_1, start_2);
Handles.DrawAAPolyLine(5, start_2, end_2);
Handles.DrawAAPolyLine(5, end_2, end_1);
Handles.DrawAAPolyLine(5, end_1, windowPoints[i + 1]);
}
}
break;
}
}
/// <summary> Draws all connections </summary>
public void DrawConnections() {
Vector2 mousePos = Event.current.mousePosition;
List<RerouteReference> selection = preBoxSelectionReroute != null ? new List<RerouteReference>(preBoxSelectionReroute) : new List<RerouteReference>();
hoveredReroute = new RerouteReference();
Color col = GUI.color;
foreach (XNode.Node node in graph.nodes) {
//If a null node is found, return. This can happen if the nodes associated script is deleted. It is currently not possible in Unity to delete a null asset.
if (node == null) continue;
// Draw full connections and output > reroute
foreach (XNode.NodePort output in node.Outputs) {
//Needs cleanup. Null checks are ugly
Rect fromRect;
if (!_portConnectionPoints.TryGetValue(output, out fromRect)) continue;
Color connectionColor = graphEditor.GetPortColor(output);
for (int k = 0; k < output.ConnectionCount; k++) {
XNode.NodePort input = output.GetConnection(k);
// 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;
List<Vector2> reroutePoints = output.GetReroutePoints(k);
List<Vector2> gridPoints = new List<Vector2>();
gridPoints.Add(fromRect.center);
gridPoints.AddRange(reroutePoints);
gridPoints.Add(toRect.center);
DrawNoodle(connectionColor, gridPoints);
// Loop through reroute points again and draw the points
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));
rect.position = new Vector2(rect.position.x - 6, rect.position.y - 6);
rect = GridToWindowRect(rect);
// Draw selected reroute points with an outline
if (selectedReroutes.Contains(rerouteRef)) {
GUI.color = NodeEditorPreferences.GetSettings().highlightColor;
GUI.DrawTexture(rect, NodeEditorResources.dotOuter);
}
GUI.color = connectionColor;
GUI.DrawTexture(rect, NodeEditorResources.dot);
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;
}
private void DrawNodes() {
Event e = Event.current;
if (e.type == EventType.Layout) {
selectionCache = new List<UnityEngine.Object>(Selection.objects);
}
System.Reflection.MethodInfo onValidate = null;
if (Selection.activeObject != null && Selection.activeObject is XNode.Node) {
onValidate = Selection.activeObject.GetType().GetMethod("OnValidate");
if (onValidate != null) EditorGUI.BeginChangeCheck();
}
BeginZoomed(position, zoom, topPadding);
Vector2 mousePos = Event.current.mousePosition;
if (e.type != EventType.Layout) {
hoveredNode = null;
hoveredPort = null;
}
List<UnityEngine.Object> preSelection = preBoxSelection != null ? new List<UnityEngine.Object>(preBoxSelection) : new List<UnityEngine.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); }
Rect selectionBox = new Rect(boxStartPos, boxSize);
//Save guiColor so we can revert it
Color guiColor = GUI.color;
if (e.type == EventType.Layout) culledNodes = new List<XNode.Node>();
for (int n = 0; n < graph.nodes.Count; n++) {
// Skip null nodes. The user could be in the process of renaming scripts, so removing them at this point is not advisable.
if (graph.nodes[n] == null) continue;
if (n >= graph.nodes.Count) return;
XNode.Node node = graph.nodes[n];
// Culling
if (e.type == EventType.Layout) {
// Cull unselected nodes outside view
if (!Selection.Contains(node) && ShouldBeCulled(node)) {
culledNodes.Add(node);
continue;
}
} else if (culledNodes.Contains(node)) continue;
if (e.type == EventType.Repaint) {
_portConnectionPoints = _portConnectionPoints.Where(x => x.Key.node != node).ToDictionary(kvp => kvp.Key, kvp => kvp.Value);
}
NodeEditor nodeEditor = NodeEditor.GetEditor(node, this);
NodeEditor.portPositions.Clear();
//Get node position
Vector2 nodePos = GridToWindowPositionNoClipped(node.position);
GUILayout.BeginArea(new Rect(nodePos, new Vector2(nodeEditor.GetWidth(), 4000)));
bool selected = selectionCache.Contains(graph.nodes[n]);
if (selected) {
GUIStyle style = new GUIStyle(nodeEditor.GetBodyStyle());
GUIStyle highlightStyle = new GUIStyle(NodeEditorResources.styles.nodeHighlight);
highlightStyle.padding = style.padding;
style.padding = new RectOffset();
GUI.color = nodeEditor.GetTint();
GUILayout.BeginVertical(style);
GUI.color = NodeEditorPreferences.GetSettings().highlightColor;
GUILayout.BeginVertical(new GUIStyle(highlightStyle));
} else {
GUIStyle style = new GUIStyle(nodeEditor.GetBodyStyle());
GUI.color = nodeEditor.GetTint();
GUILayout.BeginVertical(style);
}
GUI.color = guiColor;
EditorGUI.BeginChangeCheck();
//Draw node contents
nodeEditor.OnHeaderGUI();
nodeEditor.OnBodyGUI();
//If user changed a value, notify other scripts through onUpdateNode
if (EditorGUI.EndChangeCheck()) {
if (NodeEditor.onUpdateNode != null) NodeEditor.onUpdateNode(node);
EditorUtility.SetDirty(node);
nodeEditor.serializedObject.ApplyModifiedProperties();
}
GUILayout.EndVertical();
//Cache data about the node for next frame
if (e.type == EventType.Repaint) {
Vector2 size = GUILayoutUtility.GetLastRect().size;
if (nodeSizes.ContainsKey(node)) nodeSizes[node] = size;
else nodeSizes.Add(node, size);
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);
portConnectionPoints[kvp.Key] = rect;
}
}
if (selected) GUILayout.EndVertical();
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 dragging a selection box, add nodes inside to selection
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 (XNode.NodePort input in node.Inputs) {
//Check if port rect is available
if (!portConnectionPoints.ContainsKey(input)) continue;
Rect r = GridToWindowRectNoClipped(portConnectionPoints[input]);
if (r.Contains(mousePos)) hoveredPort = input;
}
//Check all output ports
foreach (XNode.NodePort output in node.Outputs) {
//Check if port rect is available
if (!portConnectionPoints.ContainsKey(output)) continue;
Rect r = GridToWindowRectNoClipped(portConnectionPoints[output]);
if (r.Contains(mousePos)) hoveredPort = output;
}
}
GUILayout.EndArea();
}
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);
}
private bool ShouldBeCulled(XNode.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
}
return false;
}
private void DrawTooltip() {
if (hoveredPort != null && NodeEditorPreferences.GetSettings().portTooltips && graphEditor != null) {
string tooltip = graphEditor.GetPortTooltip(hoveredPort);
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);
EditorGUI.LabelField(rect, content, NodeEditorResources.styles.tooltip);
Repaint();
}
}
}
}

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@ -1,11 +0,0 @@
fileFormatVersion: 2
guid: 756276bfe9a0c2f4da3930ba1964f58d
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

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@ -1,490 +0,0 @@
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using System.Reflection;
using UnityEditor;
using UnityEditorInternal;
using UnityEngine;
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>>();
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) {
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();
XNode.Node node = property.serializedObject.targetObject as XNode.Node;
XNode.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, XNode.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, XNode.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 {
Rect rect = new Rect();
float spacePadding = 0;
SpaceAttribute spaceAttribute;
if (NodeEditorUtilities.GetCachedAttrib(port.node.GetType(), property.name, out spaceAttribute)) spacePadding = spaceAttribute.height;
// If property is an input, display a regular property field and put a port handle on the left side
if (port.direction == XNode.NodePort.IO.Input) {
// Get data from [Input] attribute
XNode.Node.ShowBackingValue showBacking = XNode.Node.ShowBackingValue.Unconnected;
XNode.Node.InputAttribute inputAttribute;
bool dynamicPortList = false;
if (NodeEditorUtilities.GetCachedAttrib(port.node.GetType(), property.name, out inputAttribute)) {
dynamicPortList = inputAttribute.dynamicPortList;
showBacking = inputAttribute.backingValue;
}
//Call GUILayout.Space if Space attribute is set and we are NOT drawing a PropertyField
bool useLayoutSpace = dynamicPortList ||
showBacking == XNode.Node.ShowBackingValue.Never ||
(showBacking == XNode.Node.ShowBackingValue.Unconnected && port.IsConnected);
if (spacePadding > 0 && useLayoutSpace) {
GUILayout.Space(spacePadding);
spacePadding = 0;
}
if (dynamicPortList) {
Type type = GetType(property);
XNode.Node.ConnectionType connectionType = inputAttribute != null ? inputAttribute.connectionType : XNode.Node.ConnectionType.Multiple;
DynamicPortList(property.name, type, property.serializedObject, port.direction, connectionType);
return;
}
switch (showBacking) {
case XNode.Node.ShowBackingValue.Unconnected:
// Display a label if port is connected
if (port.IsConnected) EditorGUILayout.LabelField(label != null ? label : new GUIContent(property.displayName));
// Display an editable property field if port is not connected
else EditorGUILayout.PropertyField(property, label, includeChildren, GUILayout.MinWidth(30));
break;
case XNode.Node.ShowBackingValue.Never:
// Display a label
EditorGUILayout.LabelField(label != null ? label : new GUIContent(property.displayName));
break;
case XNode.Node.ShowBackingValue.Always:
// Display an editable property field
EditorGUILayout.PropertyField(property, label, includeChildren, GUILayout.MinWidth(30));
break;
}
rect = GUILayoutUtility.GetLastRect();
rect.position = rect.position - new Vector2(16, -spacePadding);
// If property is an output, display a text label and put a port handle on the right side
} else if (port.direction == XNode.NodePort.IO.Output) {
// Get data from [Output] attribute
XNode.Node.ShowBackingValue showBacking = XNode.Node.ShowBackingValue.Unconnected;
XNode.Node.OutputAttribute outputAttribute;
bool dynamicPortList = false;
if (NodeEditorUtilities.GetCachedAttrib(port.node.GetType(), property.name, out outputAttribute)) {
dynamicPortList = outputAttribute.dynamicPortList;
showBacking = outputAttribute.backingValue;
}
//Call GUILayout.Space if Space attribute is set and we are NOT drawing a PropertyField
bool useLayoutSpace = dynamicPortList ||
showBacking == XNode.Node.ShowBackingValue.Never ||
(showBacking == XNode.Node.ShowBackingValue.Unconnected && port.IsConnected);
if (spacePadding > 0 && useLayoutSpace) {
GUILayout.Space(spacePadding);
spacePadding = 0;
}
if (dynamicPortList) {
Type type = GetType(property);
XNode.Node.ConnectionType connectionType = outputAttribute != null ? outputAttribute.connectionType : XNode.Node.ConnectionType.Multiple;
DynamicPortList(property.name, type, property.serializedObject, port.direction, connectionType);
return;
}
switch (showBacking) {
case XNode.Node.ShowBackingValue.Unconnected:
// Display a label if port is connected
if (port.IsConnected) EditorGUILayout.LabelField(label != null ? label : new GUIContent(property.displayName), NodeEditorResources.OutputPort, GUILayout.MinWidth(30));
// Display an editable property field if port is not connected
else EditorGUILayout.PropertyField(property, label, includeChildren, GUILayout.MinWidth(30));
break;
case XNode.Node.ShowBackingValue.Never:
// Display a label
EditorGUILayout.LabelField(label != null ? label : new GUIContent(property.displayName), NodeEditorResources.OutputPort, GUILayout.MinWidth(30));
break;
case XNode.Node.ShowBackingValue.Always:
// Display an editable property field
EditorGUILayout.PropertyField(property, label, includeChildren, GUILayout.MinWidth(30));
break;
}
rect = GUILayoutUtility.GetLastRect();
rect.position = rect.position + new Vector2(rect.width, spacePadding);
}
rect.size = new Vector2(16, 16);
NodeEditor editor = NodeEditor.GetEditor(port.node, NodeEditorWindow.current);
Color backgroundColor = editor.GetTint();
Color col = NodeEditorWindow.current.graphEditor.GetPortColor(port);
DrawPortHandle(rect, backgroundColor, col);
// Register the handle position
Vector2 portPos = rect.center;
NodeEditor.portPositions[port] = portPos;
}
}
private static System.Type GetType(SerializedProperty property) {
System.Type parentType = property.serializedObject.targetObject.GetType();
System.Reflection.FieldInfo fi = parentType.GetFieldInfo(property.name);
return fi.FieldType;
}
/// <summary> Make a simple port field. </summary>
public static void PortField(XNode.NodePort port, params GUILayoutOption[] options) {
PortField(null, port, options);
}
/// <summary> Make a simple port field. </summary>
public static void PortField(GUIContent label, XNode.NodePort port, params GUILayoutOption[] options) {
if (port == null) return;
if (options == null) options = new GUILayoutOption[] { 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 == XNode.NodePort.IO.Input) {
// Display a label
EditorGUILayout.LabelField(content, options);
Rect rect = GUILayoutUtility.GetLastRect();
position = rect.position - new Vector2(16, 0);
}
// If property is an output, display a text label and put a port handle on the right side
else if (port.direction == XNode.NodePort.IO.Output) {
// Display a label
EditorGUILayout.LabelField(content, NodeEditorResources.OutputPort, options);
Rect rect = GUILayoutUtility.GetLastRect();
position = rect.position + new Vector2(rect.width, 0);
}
PortField(position, port);
}
/// <summary> Make a simple port field. </summary>
public static void PortField(Vector2 position, XNode.NodePort port) {
if (port == null) return;
Rect rect = new Rect(position, new Vector2(16, 16));
NodeEditor editor = NodeEditor.GetEditor(port.node, NodeEditorWindow.current);
Color backgroundColor = editor.GetTint();
Color col = NodeEditorWindow.current.graphEditor.GetPortColor(port);
DrawPortHandle(rect, backgroundColor, col);
// Register the handle position
Vector2 portPos = rect.center;
NodeEditor.portPositions[port] = portPos;
}
/// <summary> Add a port field to previous layout element. </summary>
public static void AddPortField(XNode.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 == XNode.NodePort.IO.Input) {
rect = GUILayoutUtility.GetLastRect();
rect.position = rect.position - new Vector2(16, 0);
// If property is an output, display a text label and put a port handle on the right side
} else if (port.direction == XNode.NodePort.IO.Output) {
rect = GUILayoutUtility.GetLastRect();
rect.position = rect.position + new Vector2(rect.width, 0);
}
rect.size = new Vector2(16, 16);
NodeEditor editor = NodeEditor.GetEditor(port.node, NodeEditorWindow.current);
Color backgroundColor = editor.GetTint();
Color col = NodeEditorWindow.current.graphEditor.GetPortColor(port);
DrawPortHandle(rect, backgroundColor, col);
// Register the handle position
Vector2 portPos = rect.center;
NodeEditor.portPositions[port] = portPos;
}
/// <summary> Draws an input and an output port on the same line </summary>
public static void PortPair(XNode.NodePort input, XNode.NodePort output) {
GUILayout.BeginHorizontal();
NodeEditorGUILayout.PortField(input, GUILayout.MinWidth(0));
NodeEditorGUILayout.PortField(output, GUILayout.MinWidth(0));
GUILayout.EndHorizontal();
}
public static void DrawPortHandle(Rect rect, Color backgroundColor, Color typeColor) {
Color col = GUI.color;
GUI.color = backgroundColor;
GUI.DrawTexture(rect, NodeEditorResources.dotOuter);
GUI.color = typeColor;
GUI.DrawTexture(rect, NodeEditorResources.dot);
GUI.color = col;
}
#region Obsolete
[Obsolete("Use IsDynamicPortListPort instead")]
public static bool IsInstancePortListPort(XNode.NodePort port) {
return IsDynamicPortListPort(port);
}
[Obsolete("Use DynamicPortList instead")]
public static void InstancePortList(string fieldName, Type type, SerializedObject serializedObject, XNode.NodePort.IO io, XNode.Node.ConnectionType connectionType = XNode.Node.ConnectionType.Multiple, XNode.Node.TypeConstraint typeConstraint = XNode.Node.TypeConstraint.None, Action<ReorderableList> onCreation = null) {
DynamicPortList(fieldName, type, serializedObject, io, connectionType, typeConstraint, onCreation);
}
#endregion
/// <summary> Is this port part of a DynamicPortList? </summary>
public static bool IsDynamicPortListPort(XNode.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;
}
return false;
}
/// <summary> Draw an editable list of dynamic ports. Port names are named as "[fieldName] [index]" </summary>
/// <param name="fieldName">Supply a list for editable values</param>
/// <param name="type">Value type of added dynamic ports</param>
/// <param name="serializedObject">The serializedObject of the node</param>
/// <param name="connectionType">Connection type of added dynamic ports</param>
/// <param name="onCreation">Called on the list on creation. Use this if you want to customize the created ReorderableList</param>
public static void DynamicPortList(string fieldName, Type type, SerializedObject serializedObject, XNode.NodePort.IO io, XNode.Node.ConnectionType connectionType = XNode.Node.ConnectionType.Multiple, XNode.Node.TypeConstraint typeConstraint = XNode.Node.TypeConstraint.None, Action<ReorderableList> onCreation = null) {
XNode.Node node = serializedObject.targetObject as XNode.Node;
var indexedPorts = node.DynamicPorts.Select(x => {
string[] split = x.fieldName.Split(' ');
if (split != null && split.Length == 2 && split[0] == fieldName) {
int i = -1;
if (int.TryParse(split[1], out i)) {
return new { index = i, port = x };
}
}
return new { index = -1, port = (XNode.NodePort) null };
}).Where(x => x.port != null);
List<XNode.NodePort> dynamicPorts = indexedPorts.OrderBy(x => x.index).Select(x => x.port).ToList();
ReorderableList list = null;
Dictionary<string, ReorderableList> rlc;
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) {
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.list = dynamicPorts;
list.DoLayoutList();
}
private static ReorderableList CreateReorderableList(string fieldName, List<XNode.NodePort> dynamicPorts, SerializedProperty arrayData, Type type, SerializedObject serializedObject, XNode.NodePort.IO io, XNode.Node.ConnectionType connectionType, XNode.Node.TypeConstraint typeConstraint, Action<ReorderableList> onCreation) {
bool hasArrayData = arrayData != null && arrayData.isArray;
XNode.Node node = serializedObject.targetObject as XNode.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) => {
XNode.NodePort port = node.GetPort(fieldName + " " + index);
if (hasArrayData) {
if (arrayData.arraySize <= index) {
string portInfo = port != null ? port.fieldName : "";
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);
}
};
list.elementHeightCallback =
(int index) => {
if (hasArrayData) {
if (arrayData.arraySize <= index) return EditorGUIUtility.singleLineHeight;
SerializedProperty itemData = arrayData.GetArrayElementAtIndex(index);
return EditorGUI.GetPropertyHeight(itemData);
} else return EditorGUIUtility.singleLineHeight;
};
list.drawHeaderCallback =
(Rect rect) => {
EditorGUI.LabelField(rect, label);
};
list.onSelectCallback =
(ReorderableList rl) => {
reorderableListIndex = rl.index;
};
list.onReorderCallback =
(ReorderableList rl) => {
// Move up
if (rl.index > reorderableListIndex) {
for (int i = reorderableListIndex; i < rl.index; ++i) {
XNode.NodePort port = node.GetPort(fieldName + " " + i);
XNode.NodePort nextPort = node.GetPort(fieldName + " " + (i + 1));
port.SwapConnections(nextPort);
// Swap cached positions to mitigate twitching
Rect rect = NodeEditorWindow.current.portConnectionPoints[port];
NodeEditorWindow.current.portConnectionPoints[port] = NodeEditorWindow.current.portConnectionPoints[nextPort];
NodeEditorWindow.current.portConnectionPoints[nextPort] = rect;
}
}
// Move down
else {
for (int i = reorderableListIndex; i > rl.index; --i) {
XNode.NodePort port = node.GetPort(fieldName + " " + i);
XNode.NodePort nextPort = node.GetPort(fieldName + " " + (i - 1));
port.SwapConnections(nextPort);
// Swap cached positions to mitigate twitching
Rect rect = NodeEditorWindow.current.portConnectionPoints[port];
NodeEditorWindow.current.portConnectionPoints[port] = NodeEditorWindow.current.portConnectionPoints[nextPort];
NodeEditorWindow.current.portConnectionPoints[nextPort] = rect;
}
}
// Apply changes
serializedObject.ApplyModifiedProperties();
serializedObject.Update();
// Move array data if there is any
if (hasArrayData) {
arrayData.MoveArrayElement(reorderableListIndex, rl.index);
}
// Apply changes
serializedObject.ApplyModifiedProperties();
serializedObject.Update();
NodeEditorWindow.current.Repaint();
EditorApplication.delayCall += NodeEditorWindow.current.Repaint;
};
list.onAddCallback =
(ReorderableList rl) => {
// Add dynamic port postfixed with an index number
string newName = fieldName + " 0";
int i = 0;
while (node.HasPort(newName)) newName = fieldName + " " + (++i);
if (io == XNode.NodePort.IO.Output) node.AddDynamicOutput(type, connectionType, XNode.Node.TypeConstraint.None, newName);
else node.AddDynamicInput(type, connectionType, typeConstraint, newName);
serializedObject.Update();
EditorUtility.SetDirty(node);
if (hasArrayData) {
arrayData.InsertArrayElementAtIndex(arrayData.arraySize);
}
serializedObject.ApplyModifiedProperties();
};
list.onRemoveCallback =
(ReorderableList rl) => {
var indexedPorts = node.DynamicPorts.Select(x => {
string[] split = x.fieldName.Split(' ');
if (split != null && split.Length == 2 && split[0] == fieldName) {
int i = -1;
if (int.TryParse(split[1], out i)) {
return new { index = i, port = x };
}
}
return new { index = -1, port = (XNode.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) {
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 {
// 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++) {
XNode.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) {
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) {
arrayData.DeleteArrayElementAtIndex(arrayData.arraySize - 1);
}
UnityEngine.Debug.LogWarning("Array size exceeded dynamic ports size. Excess items removed.");
}
serializedObject.ApplyModifiedProperties();
serializedObject.Update();
}
};
if (hasArrayData) {
int dynamicPortCount = dynamicPorts.Count;
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 == XNode.NodePort.IO.Output) node.AddDynamicOutput(type, connectionType, typeConstraint, newName);
else node.AddDynamicInput(type, connectionType, typeConstraint, newName);
EditorUtility.SetDirty(node);
dynamicPortCount++;
}
while (arrayData.arraySize < dynamicPortCount) {
arrayData.InsertArrayElementAtIndex(arrayData.arraySize);
}
serializedObject.ApplyModifiedProperties();
serializedObject.Update();
}
if (onCreation != null) onCreation(list);
return list;
}
}
}

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@ -1,12 +0,0 @@
fileFormatVersion: 2
guid: 1d6c2d118d1c77948a23f2f4a34d1f64
timeCreated: 1507966608
licenseType: Free
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executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
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@ -1,241 +0,0 @@
using System;
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
namespace XNodeEditor {
public static class NodeEditorPreferences {
public enum NoodleType { Curve, Line, Angled }
/// <summary> The last editor we checked. This should be the one we modify </summary>
private static XNodeEditor.NodeGraphEditor lastEditor;
/// <summary> The last key we checked. This should be the one we modify </summary>
private static string lastKey = "xNode.Settings";
private static Dictionary<Type, Color> typeColors = new Dictionary<Type, Color>();
private static Dictionary<string, Settings> settings = new Dictionary<string, Settings>();
[System.Serializable]
public class Settings : ISerializationCallbackReceiver {
[SerializeField] private Color32 _gridLineColor = new Color(0.45f, 0.45f, 0.45f);
public Color32 gridLineColor { get { return _gridLineColor; } set { _gridLineColor = value; _gridTexture = null; _crossTexture = null; } }
[SerializeField] private Color32 _gridBgColor = new Color(0.18f, 0.18f, 0.18f);
public Color32 gridBgColor { get { return _gridBgColor; } set { _gridBgColor = value; _gridTexture = null; } }
[Obsolete("Use maxZoom instead")]
public float zoomOutLimit { get { return maxZoom; } set { maxZoom = value; } }
[UnityEngine.Serialization.FormerlySerializedAs("zoomOutLimit")]
public float maxZoom = 5f;
public float minZoom = 1f;
public Color32 highlightColor = new Color32(255, 255, 255, 255);
public bool gridSnap = true;
public bool autoSave = true;
public bool zoomToMouse = true;
public bool portTooltips = true;
[SerializeField] private string typeColorsData = "";
[NonSerialized] public Dictionary<string, Color> typeColors = new Dictionary<string, Color>();
public NoodleType noodleType = NoodleType.Curve;
private Texture2D _gridTexture;
public Texture2D gridTexture {
get {
if (_gridTexture == null) _gridTexture = NodeEditorResources.GenerateGridTexture(gridLineColor, gridBgColor);
return _gridTexture;
}
}
private Texture2D _crossTexture;
public Texture2D crossTexture {
get {
if (_crossTexture == null) _crossTexture = NodeEditorResources.GenerateCrossTexture(gridLineColor);
return _crossTexture;
}
}
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) {
Color col;
if (ColorUtility.TryParseHtmlString("#" + data[i + 1], out col)) {
typeColors.Add(data[i], col);
}
}
}
public void OnBeforeSerialize() {
// Serialize typeColors
typeColorsData = "";
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 (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;
}
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" })
};
return provider;
}
#endif
#if !UNITY_2019_1_OR_NEWER
[PreferenceItem("Node Editor")]
#endif
private static void PreferencesGUI() {
VerifyLoaded();
Settings settings = NodeEditorPreferences.settings[lastKey];
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))) {
ResetPrefs();
}
}
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);
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);
EditorGUI.indentLevel--;
settings.gridLineColor = EditorGUILayout.ColorField("Color", settings.gridLineColor);
settings.gridBgColor = EditorGUILayout.ColorField(" ", settings.gridBgColor);
if (GUI.changed) {
SavePrefs(key, settings);
NodeEditorWindow.RepaintAll();
}
EditorGUILayout.Space();
}
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);
if (GUI.changed) SavePrefs(key, settings);
EditorGUILayout.Space();
}
private static void NodeSettingsGUI(string key, Settings settings) {
//Label
EditorGUILayout.LabelField("Node", EditorStyles.boldLabel);
settings.highlightColor = EditorGUILayout.ColorField("Selection", settings.highlightColor);
settings.noodleType = (NoodleType) EditorGUILayout.EnumPopup("Noodle type", (Enum) settings.noodleType);
settings.portTooltips = EditorGUILayout.Toggle("Port Tooltips", settings.portTooltips);
if (GUI.changed) {
SavePrefs(key, settings);
NodeEditorWindow.RepaintAll();
}
EditorGUILayout.Space();
}
private static void TypeColorsGUI(string key, Settings settings) {
//Label
EditorGUILayout.LabelField("Types", EditorStyles.boldLabel);
//Clone keys so we can enumerate the dictionary and make changes.
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);
Color col = typeColors[type];
EditorGUI.BeginChangeCheck();
EditorGUILayout.BeginHorizontal();
col = EditorGUILayout.ColorField(typeColorKey, col);
EditorGUILayout.EndHorizontal();
if (EditorGUI.EndChangeCheck()) {
typeColors[type] = col;
if (settings.typeColors.ContainsKey(typeColorKey)) settings.typeColors[typeColorKey] = col;
else settings.typeColors.Add(typeColorKey, col);
SavePrefs(key, settings);
NodeEditorWindow.RepaintAll();
}
}
}
/// <summary> Load prefs if they exist. Create if they don't </summary>
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()));
}
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);
typeColors = new Dictionary<Type, Color>();
VerifyLoaded();
NodeEditorWindow.RepaintAll();
}
/// <summary> Save preferences in EditorPrefs </summary>
private static void SavePrefs(string key, Settings settings) {
EditorPrefs.SetString(key, JsonUtility.ToJson(settings));
}
/// <summary> Check if we have loaded settings for given key. If not, load them </summary>
private static void VerifyLoaded() {
if (!settings.ContainsKey(lastKey)) settings.Add(lastKey, LoadPrefs());
}
/// <summary> Return color based on type </summary>
public static Color GetTypeColor(System.Type type) {
VerifyLoaded();
if (type == null) return Color.gray;
Color 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 UNITY_5_4_OR_NEWER
UnityEngine.Random.State oldState = UnityEngine.Random.state;
UnityEngine.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);
typeColors.Add(type, col);
#if UNITY_5_4_OR_NEWER
UnityEngine.Random.state = oldState;
#else
UnityEngine.Random.seed = oldSeed;
#endif
}
}
return col;
}
}
}

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@ -1,180 +0,0 @@
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using System.Reflection;
using UnityEditor;
using UnityEngine;
namespace XNodeEditor {
/// <summary> Contains reflection-related extensions built for xNode </summary>
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(); } }
[NonSerialized] private static Type[] _nodeTypes = null;
/// <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;
MethodInfo isDockedMethod = typeof(EditorWindow).GetProperty("docked", fullBinding).GetGetMethod(true);
return (Func<bool>) Delegate.CreateDelegate(typeof(Func<bool>), window, isDockedMethod);
}
public static Type[] GetNodeTypes() {
//Get all classes deriving from Node via reflection
return GetDerivedTypes(typeof(XNode.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) {
CacheAttributes<Color, XNode.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) {
CacheAttributes<int, XNode.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 {
dict = new Dictionary<Type, V>();
for (int i = 0; i < nodeTypes.Length; i++) {
object[] attribs = nodeTypes[i].GetCustomAttributes(typeof(A), true);
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) {
// 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);
// Search base classes for private fields only. Public fields are found above
while (field == null && (type = type.BaseType) != typeof(XNode.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) { }
}
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) {
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)) {
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)) {
contextMenu.AddDisabledItem(new GUIContent(kvp.Key.menuItem));
} else {
contextMenu.AddItem(new GUIContent(kvp.Key.menuItem), false, () => kvp.Value.Invoke(obj, null));
}
}
}
}
/// <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 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.");
continue;
}
for (int k = 0; k < attribs.Length; k++) {
kvp.Add(new KeyValuePair<ContextMenu, MethodInfo>(attribs[k], methods[i]));
}
}
#if UNITY_5_5_OR_NEWER
//Sort menu items
kvp.Sort((x, y) => x.Key.priority.CompareTo(y.Key.priority));
#endif
return kvp.ToArray();
}
/// <summary> Very crude. Uses a lot of reflection. </summary>
public static void OpenPreferences() {
try {
#if UNITY_2018_3_OR_NEWER
SettingsService.OpenUserPreferences("Preferences/Node Editor");
#else
//Open preferences window
Assembly assembly = Assembly.GetAssembly(typeof(UnityEditor.EditorWindow));
Type type = assembly.GetType("UnityEditor.PreferencesWindow");
type.GetMethod("ShowPreferencesWindow", BindingFlags.NonPublic | BindingFlags.Static).Invoke(null, null);
//Get the window
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)) {
type.GetMethod("AddCustomSections", BindingFlags.NonPublic | BindingFlags.Instance).Invoke(window, null);
refreshField.SetValue(window, false);
}
//Get sections
FieldInfo sectionsField = type.GetField("m_Sections", BindingFlags.Instance | BindingFlags.NonPublic);
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++) {
GUIContent sectionContent = sectionContentField.GetValue(sections[i]) as GUIContent;
if (sectionContent.text == "Node Editor") {
//Found contents - Set index
FieldInfo sectionIndexField = type.GetField("m_SelectedSectionIndex", BindingFlags.Instance | BindingFlags.NonPublic);
sectionIndexField.SetValue(window, i);
return;
}
}
#endif
} 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.");
}
}
}
}

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using UnityEditor;
using UnityEngine;
namespace XNodeEditor {
public static class NodeEditorResources {
// Textures
public static Texture2D dot { get { return _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"); } }
private static Texture2D _dotOuter;
public static Texture2D nodeBody { get { return _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"); } }
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 GUIStyle inputPort, nodeHeader, nodeBody, tooltip, nodeHighlight;
public Styles() {
GUIStyle baseStyle = new GUIStyle("Label");
baseStyle.fixedHeight = 18;
inputPort = new GUIStyle(baseStyle);
inputPort.alignment = TextAnchor.UpperLeft;
inputPort.padding.left = 10;
nodeHeader = new GUIStyle();
nodeHeader.alignment = TextAnchor.MiddleCenter;
nodeHeader.fontStyle = FontStyle.Bold;
nodeHeader.normal.textColor = Color.white;
nodeBody = new GUIStyle();
nodeBody.normal.background = NodeEditorResources.nodeBody;
nodeBody.border = new RectOffset(32, 32, 32, 32);
nodeBody.padding = new RectOffset(16, 16, 4, 16);
nodeHighlight = new GUIStyle();
nodeHighlight.normal.background = NodeEditorResources.nodeHighlight;
nodeHighlight.border = new RectOffset(32, 32, 32, 32);
tooltip = new GUIStyle("helpBox");
tooltip.alignment = TextAnchor.MiddleCenter;
}
}
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++) {
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;
}
}
tex.SetPixels(cols);
tex.wrapMode = TextureWrapMode.Repeat;
tex.filterMode = FilterMode.Bilinear;
tex.name = "Grid";
tex.Apply();
return tex;
}
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++) {
Color col = line;
if (y != 31 && x != 31) col.a = 0;
cols[(y * 64) + x] = col;
}
}
tex.SetPixels(cols);
tex.wrapMode = TextureWrapMode.Clamp;
tex.filterMode = FilterMode.Bilinear;
tex.name = "Grid";
tex.Apply();
return tex;
}
}
}

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@ -1,12 +0,0 @@
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@ -1,243 +0,0 @@
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Reflection;
using System.Text;
using UnityEditor;
using UnityEngine;
using Object = UnityEngine.Object;
namespace XNodeEditor {
/// <summary> A set of editor-only utilities and extensions for xNode </summary>
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);
/// 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>>>();
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) {
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 {
// 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) {
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)) {
return true;
}
}
return false;
}
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)) {
typeFields = new Dictionary<string, Dictionary<Type, Attribute>>();
typeAttributes.Add(classType, typeFields);
}
Dictionary<Type, Attribute> 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)) typeTypes.Add(typeof(T), attribOut);
else typeTypes.Add(typeof(T), null);
}
if (attr == null) {
attribOut = null;
return false;
}
attribOut = attr as T;
return true;
}
public static bool IsMac() {
#if UNITY_2017_1_OR_NEWER
return SystemInfo.operatingSystemFamily == OperatingSystemFamily.MacOSX;
#else
return SystemInfo.operatingSystem.StartsWith("Mac");
#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;
var methods = from.GetMethods(BindingFlags.Public | BindingFlags.Static)
.Where(
m => m.ReturnType == to &&
(m.Name == "op_Implicit" ||
m.Name == "op_Explicit")
);
return methods.Count() > 0;
}
/// <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) {
string s = "";
Type genericType = type.GetGenericTypeDefinition();
if (genericType == typeof(List<>)) s = "List";
else s = type.GetGenericTypeDefinition().ToString();
Type[] types = type.GetGenericArguments();
string[] stypes = new string[types.Length];
for (int i = 0; i < types.Length; i++) {
stypes[i] = types[i].PrettyName();
}
return s + "<" + string.Join(", ", stypes) + ">";
} else if (type.IsArray) {
string rank = "";
for (int i = 1; i < type.GetArrayRank(); i++) {
rank += ",";
}
Type elementType = type.GetElementType();
if (!elementType.IsArray) return elementType.PrettyName() + "[" + rank + "]";
else {
string s = elementType.PrettyName();
int i = s.IndexOf('[');
return s.Substring(0, i) + "[" + rank + "]" + s.Substring(i);
}
} else return type.ToString();
}
/// <summary> Returns the default name for the node type. </summary>
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);
return typeName;
}
/// <summary> Returns the default creation path for the node type. </summary>
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);
return typePath;
}
/// <summary>Creates a new C# Class.</summary>
[MenuItem("Assets/Create/xNode/Node C# Script", false, 89)]
private static void CreateNode() {
string[] guids = AssetDatabase.FindAssets("xNode_NodeTemplate.cs");
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",
path
);
}
/// <summary>Creates a new C# Class.</summary>
[MenuItem("Assets/Create/xNode/NodeGraph C# Script", false, 89)]
private static void CreateGraph() {
string[] guids = AssetDatabase.FindAssets("xNode_NodeGraphTemplate.cs");
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",
path
);
}
public static void CreateFromTemplate(string initialName, string templatePath) {
ProjectWindowUtil.StartNameEditingIfProjectWindowExists(
0,
ScriptableObject.CreateInstance<DoCreateCodeFile>(),
initialName,
scriptIcon,
templatePath
);
}
/// Inherits from EndNameAction, must override EndNameAction.Action
public class DoCreateCodeFile : UnityEditor.ProjectWindowCallback.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) {
string className = Path.GetFileNameWithoutExtension(pathName).Replace(" ", string.Empty);
string templateText = string.Empty;
UTF8Encoding encoding = new UTF8Encoding(true, false);
if (File.Exists(templatePath)) {
/// Read procedures.
StreamReader reader = new StreamReader(templatePath);
templateText = reader.ReadToEnd();
reader.Close();
templateText = templateText.Replace("#SCRIPTNAME#", className);
templateText = templateText.Replace("#NOTRIM#", string.Empty);
/// You can replace as many tags you make on your templates, just repeat Replace function
/// e.g.:
/// templateText = templateText.Replace("#NEWTAG#", "MyText");
/// Write procedures.
StreamWriter writer = new StreamWriter(Path.GetFullPath(pathName), false, encoding);
writer.Write(templateText);
writer.Close();
AssetDatabase.ImportAsset(pathName);
return AssetDatabase.LoadAssetAtPath(pathName, typeof(Object));
} else {
Debug.LogError(string.Format("The template file was not found: {0}", templatePath));
return null;
}
}
}
}

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@ -1,12 +0,0 @@
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licenseType: Free
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serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
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@ -1,206 +0,0 @@
using System.Collections.Generic;
using UnityEditor;
using UnityEditor.Callbacks;
using UnityEngine;
using System;
using Object = UnityEngine.Object;
namespace XNodeEditor {
[InitializeOnLoad]
public partial class NodeEditorWindow : EditorWindow {
public static NodeEditorWindow current;
/// <summary> Stores node positions for all nodePorts. </summary>
public Dictionary<XNode.NodePort, Rect> portConnectionPoints { get { return _portConnectionPoints; } }
private Dictionary<XNode.NodePort, Rect> _portConnectionPoints = new Dictionary<XNode.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();
return _isDocked;
}
}
private Func<bool> _isDocked;
[System.Serializable] private class NodePortReference {
[SerializeField] private XNode.Node _node;
[SerializeField] private string _name;
public NodePortReference(XNode.NodePort nodePort) {
_node = nodePort.node;
_name = nodePort.fieldName;
}
public XNode.NodePort GetNodePort() {
if (_node == null) {
return null;
}
return _node.GetPort(_name);
}
}
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) {
_references[index] = new NodePortReference(portConnectionPoint.Key);
_rects[index] = portConnectionPoint.Value;
index++;
}
}
private void OnEnable() {
// Reload portConnectionPoints if there are any
int length = _references.Length;
if (length == _rects.Length) {
for (int i = 0; i < length; i++) {
XNode.NodePort nodePort = _references[i].GetNodePort();
if (nodePort != null)
_portConnectionPoints.Add(nodePort, _rects[i]);
}
}
}
public Dictionary<XNode.Node, Vector2> nodeSizes { get { return _nodeSizes; } }
private Dictionary<XNode.Node, Vector2> _nodeSizes = new Dictionary<XNode.Node, Vector2>();
public XNode.NodeGraph graph;
public Vector2 panOffset { get { return _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(); } }
private float _zoom = 1;
void OnFocus() {
current = this;
ValidateGraphEditor();
if (graphEditor != null && NodeEditorPreferences.GetSettings().autoSave) AssetDatabase.SaveAssets();
}
[InitializeOnLoadMethod]
private static void OnLoad() {
Selection.selectionChanged -= OnSelectionChanged;
Selection.selectionChanged += OnSelectionChanged;
}
/// <summary> Handle Selection Change events</summary>
private static void OnSelectionChanged() {
XNode.NodeGraph nodeGraph = Selection.activeObject as XNode.NodeGraph;
if (nodeGraph && !AssetDatabase.Contains(nodeGraph)) {
Open(nodeGraph);
}
}
/// <summary> Make sure the graph editor is assigned and to the right object </summary>
private void ValidateGraphEditor() {
NodeGraphEditor graphEditor = NodeGraphEditor.GetEditor(graph, this);
if (this.graphEditor != graphEditor) {
this.graphEditor = graphEditor;
graphEditor.OnOpen();
}
}
/// <summary> Create editor window </summary>
public static NodeEditorWindow Init() {
NodeEditorWindow w = CreateInstance<NodeEditorWindow>();
w.titleContent = new GUIContent("xNode");
w.wantsMouseMove = true;
w.Show();
return w;
}
public void Save() {
if (AssetDatabase.Contains(graph)) {
EditorUtility.SetDirty(graph);
if (NodeEditorPreferences.GetSettings().autoSave) AssetDatabase.SaveAssets();
} else SaveAs();
}
public void SaveAs() {
string path = EditorUtility.SaveFilePanelInProject("Save NodeGraph", "NewNodeGraph", "asset", "");
if (string.IsNullOrEmpty(path)) return;
else {
XNode.NodeGraph existingGraph = AssetDatabase.LoadAssetAtPath<XNode.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 GridToWindowPosition(Vector2 gridPosition) {
return (position.size * 0.5f) + (panOffset / zoom) + (gridPosition / zoom);
}
public Rect GridToWindowRectNoClipped(Rect gridRect) {
gridRect.position = GridToWindowPositionNoClipped(gridRect.position);
return gridRect;
}
public Rect GridToWindowRect(Rect gridRect) {
gridRect.position = GridToWindowPosition(gridRect.position);
gridRect.size /= zoom;
return gridRect;
}
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));
float yOffset = Mathf.Round(center.y * zoom + (panOffset.y + gridPosition.y));
return new Vector2(xOffset, yOffset);
}
public void SelectNode(XNode.Node node, bool add) {
if (add) {
List<Object> selection = new List<Object>(Selection.objects);
selection.Add(node);
Selection.objects = selection.ToArray();
} else Selection.objects = new Object[] { node };
}
public void DeselectNode(XNode.Node node) {
List<Object> selection = new List<Object>(Selection.objects);
selection.Remove(node);
Selection.objects = selection.ToArray();
}
[OnOpenAsset(0)]
public static bool OnOpen(int instanceID, int line) {
XNode.NodeGraph nodeGraph = EditorUtility.InstanceIDToObject(instanceID) as XNode.NodeGraph;
if (nodeGraph != null) {
Open(nodeGraph);
return true;
}
return false;
}
/// <summary>Open the provided graph in the NodeEditor</summary>
public static void Open(XNode.NodeGraph graph) {
if (!graph) return;
NodeEditorWindow w = GetWindow(typeof(NodeEditorWindow), false, "xNode", true) as NodeEditorWindow;
w.wantsMouseMove = true;
w.graph = graph;
}
/// <summary> Repaint all open NodeEditorWindows. </summary>
public static void RepaintAll() {
NodeEditorWindow[] windows = Resources.FindObjectsOfTypeAll<NodeEditorWindow>();
for (int i = 0; i < windows.Length; i++) {
windows[i].Repaint();
}
}
}
}

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@ -1,133 +0,0 @@
using System;
using System.Collections.Generic;
using System.Linq;
using UnityEditor;
using UnityEngine;
namespace XNodeEditor {
/// <summary> Base class to derive custom Node Graph editors from. Use this to override how graphs are drawn in the editor. </summary>
[CustomNodeGraphEditor(typeof(XNode.NodeGraph))]
public class NodeGraphEditor : XNodeEditor.Internal.NodeEditorBase<NodeGraphEditor, NodeGraphEditor.CustomNodeGraphEditorAttribute, XNode.NodeGraph> {
[Obsolete("Use window.position instead")]
public Rect position { get { return window.position; } set { window.position = value; } }
/// <summary> Are we currently renaming a node? </summary>
protected bool isRenaming;
public virtual void OnGUI() { }
/// <summary> Called when opened by NodeEditorWindow </summary>
public virtual void OnOpen() { }
public virtual Texture2D GetGridTexture() {
return NodeEditorPreferences.GetSettings().gridTexture;
}
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() {
return new NodeEditorPreferences.Settings();
}
/// <summary> Returns context node menu path. Null or empty strings for hidden nodes. </summary>
public virtual string GetNodeMenuName(Type type) {
//Check if type has the CreateNodeMenuAttribute
XNode.Node.CreateNodeMenuAttribute attrib;
if (NodeEditorUtilities.GetAttrib(type, out attrib)) // Return custom path
return attrib.menuName;
else // Return generated path
return NodeEditorUtilities.NodeDefaultPath(type);
}
/// <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) {
Vector2 pos = NodeEditorWindow.current.WindowToGridPosition(Event.current.mousePosition);
for (int i = 0; i < NodeEditorReflection.nodeTypes.Length; i++) {
Type type = NodeEditorReflection.nodeTypes[i];
//Get node context menu path
string path = GetNodeMenuName(type);
if (string.IsNullOrEmpty(path)) continue;
menu.AddItem(new GUIContent(path), false, () => {
CreateNode(type, pos);
});
}
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"));
menu.AddItem(new GUIContent("Preferences"), false, () => NodeEditorReflection.OpenPreferences());
menu.AddCustomContextMenuItems(target);
}
public virtual Color GetPortColor(XNode.NodePort port) {
return GetTypeColor(port.ValueType);
}
public virtual Color GetTypeColor(Type type) {
return NodeEditorPreferences.GetTypeColor(type);
}
public virtual string GetPortTooltip(XNode.NodePort port) {
Type portType = port.ValueType;
string tooltip = "";
tooltip = portType.PrettyName();
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) {
Debug.Log("No OnDropItems override defined for " + GetType());
}
/// <summary> Create a node and save it in the graph asset </summary>
public virtual void CreateNode(Type type, Vector2 position) {
XNode.Node node = target.AddNode(type);
node.position = position;
if (node.name == null || node.name.Trim() == "") node.name = NodeEditorUtilities.NodeDefaultName(type);
AssetDatabase.AddObjectToAsset(node, target);
if (NodeEditorPreferences.GetSettings().autoSave) AssetDatabase.SaveAssets();
NodeEditorWindow.RepaintAll();
}
/// <summary> Creates a copy of the original node in the graph </summary>
public XNode.Node CopyNode(XNode.Node original) {
XNode.Node node = target.CopyNode(original);
node.name = original.name;
AssetDatabase.AddObjectToAsset(node, target);
if (NodeEditorPreferences.GetSettings().autoSave) AssetDatabase.SaveAssets();
return node;
}
/// <summary> Safely remove a node and all its connections. </summary>
public virtual void RemoveNode(XNode.Node node) {
target.RemoveNode(node);
UnityEngine.Object.DestroyImmediate(node, true);
if (NodeEditorPreferences.GetSettings().autoSave) AssetDatabase.SaveAssets();
}
[AttributeUsage(AttributeTargets.Class)]
public class CustomNodeGraphEditorAttribute : Attribute,
XNodeEditor.Internal.NodeEditorBase<NodeGraphEditor, NodeGraphEditor.CustomNodeGraphEditorAttribute, XNode.NodeGraph>.INodeEditorAttrib {
private Type inspectedType;
public string editorPrefsKey;
/// <summary> Tells a NodeGraphEditor which Graph type it is an editor for </summary>
/// <param name="inspectedType">Type that this editor can edit</param>
/// <param name="editorPrefsKey">Define unique key for unique layout settings instance</param>
public CustomNodeGraphEditorAttribute(Type inspectedType, string editorPrefsKey = "xNode.Settings") {
this.inspectedType = inspectedType;
this.editorPrefsKey = editorPrefsKey;
}
public Type GetInspectedType() {
return inspectedType;
}
}
}
}

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using UnityEditor;
using UnityEngine;
namespace XNodeEditor {
/// <summary> Utility for renaming assets </summary>
public class RenamePopup : EditorWindow {
public static RenamePopup current { get; private set; }
public Object target;
public string input;
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();
current = window;
window.target = target;
window.input = target.name;
window.minSize = new Vector2(100, 44);
window.position = new Rect(0, 0, width, 44);
GUI.FocusControl("ClearAllFocus");
window.UpdatePositionToMouse();
return window;
}
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;
pos.y = mousePoint.y - 10;
position = pos;
}
private void OnLostFocus() {
// Make the popup close on lose focus
Close();
}
private void OnGUI() {
if (firstFrame) {
UpdatePositionToMouse();
firstFrame = false;
}
input = EditorGUILayout.TextField(input);
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)) {
target.name = NodeEditorUtilities.NodeDefaultName(target.GetType());
AssetDatabase.ImportAsset(AssetDatabase.GetAssetPath(target));
Close();
target.TriggerOnValidate();
}
}
// Rename asset to input text
else {
if (GUILayout.Button("Apply") || (e.isKey && e.keyCode == KeyCode.Return)) {
target.name = input;
AssetDatabase.ImportAsset(AssetDatabase.GetAssetPath(target));
Close();
target.TriggerOnValidate();
}
}
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using XNode;
[CreateAssetMenu]
public class #SCRIPTNAME# : NodeGraph {
#NOTRIM#
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using XNode;
public class #SCRIPTNAME# : Node {
// Use this for initialization
protected override void Init() {
base.Init();
#NOTRIM#
}
// Return the correct value of an output port when requested
public override object GetValue(NodePort port) {
return null; // Replace this
}
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{
"name": "XNodeEditor",
"references": [
"XNode"
],
"optionalUnityReferences": [],
"includePlatforms": [
"Editor"
],
"excludePlatforms": [],
"allowUnsafeCode": false,
"overrideReferences": false,
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"autoReferenced": true,
"defineConstraints": [],
"versionDefines": []
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using System;
using System.Collections.Generic;
using UnityEngine;
namespace XNode {
/// <summary>
/// Base class for all nodes
/// </summary>
/// <example>
/// Classes extending this class will be considered as valid nodes by xNode.
/// <code>
/// [System.Serializable]
/// public class Adder : Node {
/// [Input] public float a;
/// [Input] public float b;
/// [Output] public float result;
///
/// // GetValue should be overridden to return a value for any specified output port
/// public override object GetValue(NodePort port) {
/// return a + b;
/// }
/// }
/// </code>
/// </example>
[Serializable]
public abstract class Node : ScriptableObject {
/// <summary> Used by <see cref="InputAttribute"/> and <see cref="OutputAttribute"/> to determine when to display the field value associated with a <see cref="NodePort"/> </summary>
public enum ShowBackingValue {
/// <summary> Never show the backing value </summary>
Never,
/// <summary> Show the backing value only when the port does not have any active connections </summary>
Unconnected,
/// <summary> Always show the backing value </summary>
Always
}
public enum ConnectionType {
/// <summary> Allow multiple connections</summary>
Multiple,
/// <summary> always override the current connection </summary>
Override,
}
/// <summary> Tells which types of input to allow </summary>
public enum TypeConstraint {
/// <summary> Allow all types of input</summary>
None,
/// <summary> Allow similar and inherited types </summary>
Inherited,
/// <summary> Allow only similar types </summary>
Strict,
}
#region Obsolete
[Obsolete("Use DynamicPorts instead")]
public IEnumerable<NodePort> InstancePorts { get { return DynamicPorts; } }
[Obsolete("Use DynamicOutputs instead")]
public IEnumerable<NodePort> InstanceOutputs { get { return DynamicOutputs; } }
[Obsolete("Use DynamicInputs instead")]
public IEnumerable<NodePort> InstanceInputs { get { return DynamicInputs; } }
[Obsolete("Use AddDynamicInput instead")]
public NodePort AddInstanceInput(Type type, Node.ConnectionType connectionType = Node.ConnectionType.Multiple, Node.TypeConstraint typeConstraint = TypeConstraint.None, string fieldName = null) {
return AddInstanceInput(type, connectionType, typeConstraint, fieldName);
}
[Obsolete("Use AddDynamicOutput instead")]
public NodePort AddInstanceOutput(Type type, Node.ConnectionType connectionType = Node.ConnectionType.Multiple, Node.TypeConstraint typeConstraint = TypeConstraint.None, string fieldName = null) {
return AddDynamicOutput(type, connectionType, typeConstraint, fieldName);
}
[Obsolete("Use AddDynamicPort instead")]
private NodePort AddInstancePort(Type type, NodePort.IO direction, Node.ConnectionType connectionType = Node.ConnectionType.Multiple, Node.TypeConstraint typeConstraint = TypeConstraint.None, string fieldName = null) {
return AddDynamicPort(type, direction, connectionType, typeConstraint, fieldName);
}
[Obsolete("Use RemoveDynamicPort instead")]
public void RemoveInstancePort(string fieldName) {
RemoveDynamicPort(fieldName);
}
[Obsolete("Use RemoveDynamicPort instead")]
public void RemoveInstancePort(NodePort port) {
RemoveDynamicPort(port);
}
[Obsolete("Use ClearDynamicPorts instead")]
public void ClearInstancePorts() {
ClearDynamicPorts();
}
#endregion
/// <summary> Iterate over all ports on this node. </summary>
public IEnumerable<NodePort> Ports { get { foreach (NodePort port in ports.Values) yield return port; } }
/// <summary> Iterate over all outputs on this node. </summary>
public IEnumerable<NodePort> Outputs { get { foreach (NodePort port in Ports) { if (port.IsOutput) yield return port; } } }
/// <summary> Iterate over all inputs on this node. </summary>
public IEnumerable<NodePort> Inputs { get { foreach (NodePort port in Ports) { if (port.IsInput) yield return port; } } }
/// <summary> Iterate over all dynamic ports on this node. </summary>
public IEnumerable<NodePort> DynamicPorts { get { foreach (NodePort port in Ports) { if (port.IsDynamic) yield return port; } } }
/// <summary> Iterate over all dynamic outputs on this node. </summary>
public IEnumerable<NodePort> DynamicOutputs { get { foreach (NodePort port in Ports) { if (port.IsDynamic && port.IsOutput) yield return port; } } }
/// <summary> Iterate over all dynamic inputs on this node. </summary>
public IEnumerable<NodePort> DynamicInputs { get { foreach (NodePort port in Ports) { if (port.IsDynamic && port.IsInput) yield return port; } } }
/// <summary> Parent <see cref="NodeGraph"/> </summary>
[SerializeField] public NodeGraph graph;
/// <summary> Position on the <see cref="NodeGraph"/> </summary>
[SerializeField] public Vector2 position;
/// <summary> It is recommended not to modify these at hand. Instead, see <see cref="InputAttribute"/> and <see cref="OutputAttribute"/> </summary>
[SerializeField] private NodePortDictionary ports = new NodePortDictionary();
/// <summary> Used during node instantiation to fix null/misconfigured graph during OnEnable/Init. Set it before instantiating a node. Will automatically be unset during OnEnable </summary>
public static NodeGraph graphHotfix;
protected void OnEnable() {
if (graphHotfix != null) graph = graphHotfix;
graphHotfix = null;
UpdateStaticPorts();
Init();
}
/// <summary> Update static ports to reflect class fields. This happens automatically on enable. </summary>
public void UpdateStaticPorts() {
NodeDataCache.UpdatePorts(this, ports);
}
/// <summary> Initialize node. Called on enable. </summary>
protected virtual void Init() { }
/// <summary> Checks all connections for invalid references, and removes them. </summary>
public void VerifyConnections() {
foreach (NodePort port in Ports) port.VerifyConnections();
}
#region Dynamic Ports
/// <summary> Convenience function. </summary>
/// <seealso cref="AddInstancePort"/>
/// <seealso cref="AddInstanceOutput"/>
public NodePort AddDynamicInput(Type type, Node.ConnectionType connectionType = Node.ConnectionType.Multiple, Node.TypeConstraint typeConstraint = TypeConstraint.None, string fieldName = null) {
return AddDynamicPort(type, NodePort.IO.Input, connectionType, typeConstraint, fieldName);
}
/// <summary> Convenience function. </summary>
/// <seealso cref="AddInstancePort"/>
/// <seealso cref="AddInstanceInput"/>
public NodePort AddDynamicOutput(Type type, Node.ConnectionType connectionType = Node.ConnectionType.Multiple, Node.TypeConstraint typeConstraint = TypeConstraint.None, string fieldName = null) {
return AddDynamicPort(type, NodePort.IO.Output, connectionType, typeConstraint, fieldName);
}
/// <summary> Add a dynamic, serialized port to this node. </summary>
/// <seealso cref="AddDynamicInput"/>
/// <seealso cref="AddDynamicOutput"/>
private NodePort AddDynamicPort(Type type, NodePort.IO direction, Node.ConnectionType connectionType = Node.ConnectionType.Multiple, Node.TypeConstraint typeConstraint = TypeConstraint.None, string fieldName = null) {
if (fieldName == null) {
fieldName = "dynamicInput_0";
int i = 0;
while (HasPort(fieldName)) fieldName = "dynamicInput_" + (++i);
} else if (HasPort(fieldName)) {
Debug.LogWarning("Port '" + fieldName + "' already exists in " + name, this);
return ports[fieldName];
}
NodePort port = new NodePort(fieldName, type, direction, connectionType, typeConstraint, this);
ports.Add(fieldName, port);
return port;
}
/// <summary> Remove an dynamic port from the node </summary>
public void RemoveDynamicPort(string fieldName) {
NodePort dynamicPort = GetPort(fieldName);
if (dynamicPort == null) throw new ArgumentException("port " + fieldName + " doesn't exist");
RemoveDynamicPort(GetPort(fieldName));
}
/// <summary> Remove an dynamic port from the node </summary>
public void RemoveDynamicPort(NodePort port) {
if (port == null) throw new ArgumentNullException("port");
else if (port.IsStatic) throw new ArgumentException("cannot remove static port");
port.ClearConnections();
ports.Remove(port.fieldName);
}
/// <summary> Removes all dynamic ports from the node </summary>
[ContextMenu("Clear Dynamic Ports")]
public void ClearDynamicPorts() {
List<NodePort> dynamicPorts = new List<NodePort>(DynamicPorts);
foreach (NodePort port in dynamicPorts) {
RemoveDynamicPort(port);
}
}
#endregion
#region Ports
/// <summary> Returns output port which matches fieldName </summary>
public NodePort GetOutputPort(string fieldName) {
NodePort port = GetPort(fieldName);
if (port == null || port.direction != NodePort.IO.Output) return null;
else return port;
}
/// <summary> Returns input port which matches fieldName </summary>
public NodePort GetInputPort(string fieldName) {
NodePort port = GetPort(fieldName);
if (port == null || port.direction != NodePort.IO.Input) return null;
else return port;
}
/// <summary> Returns port which matches fieldName </summary>
public NodePort GetPort(string fieldName) {
NodePort port;
if (ports.TryGetValue(fieldName, out port)) return port;
else return null;
}
public bool HasPort(string fieldName) {
return ports.ContainsKey(fieldName);
}
#endregion
#region Inputs/Outputs
/// <summary> Return input value for a specified port. Returns fallback value if no ports are connected </summary>
/// <param name="fieldName">Field name of requested input port</param>
/// <param name="fallback">If no ports are connected, this value will be returned</param>
public T GetInputValue<T>(string fieldName, T fallback = default(T)) {
NodePort port = GetPort(fieldName);
if (port != null && port.IsConnected) return port.GetInputValue<T>();
else return fallback;
}
/// <summary> Return all input values for a specified port. Returns fallback value if no ports are connected </summary>
/// <param name="fieldName">Field name of requested input port</param>
/// <param name="fallback">If no ports are connected, this value will be returned</param>
public T[] GetInputValues<T>(string fieldName, params T[] fallback) {
NodePort port = GetPort(fieldName);
if (port != null && port.IsConnected) return port.GetInputValues<T>();
else return fallback;
}
/// <summary> Returns a value based on requested port output. Should be overridden in all derived nodes with outputs. </summary>
/// <param name="port">The requested port.</param>
public virtual object GetValue(NodePort port) {
Debug.LogWarning("No GetValue(NodePort port) override defined for " + GetType());
return null;
}
#endregion
/// <summary> Called after a connection between two <see cref="NodePort"/>s is created </summary>
/// <param name="from">Output</param> <param name="to">Input</param>
public virtual void OnCreateConnection(NodePort from, NodePort to) { }
/// <summary> Called after a connection is removed from this port </summary>
/// <param name="port">Output or Input</param>
public virtual void OnRemoveConnection(NodePort port) { }
/// <summary> Disconnect everything from this node </summary>
public void ClearConnections() {
foreach (NodePort port in Ports) port.ClearConnections();
}
#region Attributes
/// <summary> Mark a serializable field as an input port. You can access this through <see cref="GetInputPort(string)"/> </summary>
[AttributeUsage(AttributeTargets.Field, AllowMultiple = true)]
public class InputAttribute : Attribute {
public ShowBackingValue backingValue;
public ConnectionType connectionType;
[Obsolete("Use dynamicPortList instead")]
public bool instancePortList { get { return dynamicPortList; } set { dynamicPortList = value; } }
public bool dynamicPortList;
public TypeConstraint typeConstraint;
/// <summary> Mark a serializable field as an input port. You can access this through <see cref="GetInputPort(string)"/> </summary>
/// <param name="backingValue">Should we display the backing value for this port as an editor field? </param>
/// <param name="connectionType">Should we allow multiple connections? </param>
/// <param name="typeConstraint">Constrains which input connections can be made to this port </param>
/// <param name="dynamicPortList">If true, will display a reorderable list of inputs instead of a single port. Will automatically add and display values for lists and arrays </param>
public InputAttribute(ShowBackingValue backingValue = ShowBackingValue.Unconnected, ConnectionType connectionType = ConnectionType.Multiple, TypeConstraint typeConstraint = TypeConstraint.None, bool dynamicPortList = false) {
this.backingValue = backingValue;
this.connectionType = connectionType;
this.dynamicPortList = dynamicPortList;
this.typeConstraint = typeConstraint;
}
}
/// <summary> Mark a serializable field as an output port. You can access this through <see cref="GetOutputPort(string)"/> </summary>
[AttributeUsage(AttributeTargets.Field, AllowMultiple = true)]
public class OutputAttribute : Attribute {
public ShowBackingValue backingValue;
public ConnectionType connectionType;
[Obsolete("Use dynamicPortList instead")]
public bool instancePortList { get { return dynamicPortList; } set { dynamicPortList = value; } }
public bool dynamicPortList;
public TypeConstraint typeConstraint;
/// <summary> Mark a serializable field as an output port. You can access this through <see cref="GetOutputPort(string)"/> </summary>
/// <param name="backingValue">Should we display the backing value for this port as an editor field? </param>
/// <param name="connectionType">Should we allow multiple connections? </param>
/// <param name="typeConstraint">Constrains which input connections can be made from this port </param>
/// <param name="dynamicPortList">If true, will display a reorderable list of outputs instead of a single port. Will automatically add and display values for lists and arrays </param>
public OutputAttribute(ShowBackingValue backingValue = ShowBackingValue.Never, ConnectionType connectionType = ConnectionType.Multiple, TypeConstraint typeConstraint = TypeConstraint.None, bool dynamicPortList = false) {
this.backingValue = backingValue;
this.connectionType = connectionType;
this.dynamicPortList = dynamicPortList;
this.typeConstraint = typeConstraint;
}
/// <summary> Mark a serializable field as an output port. You can access this through <see cref="GetOutputPort(string)"/> </summary>
/// <param name="backingValue">Should we display the backing value for this port as an editor field? </param>
/// <param name="connectionType">Should we allow multiple connections? </param>
/// <param name="dynamicPortList">If true, will display a reorderable list of outputs instead of a single port. Will automatically add and display values for lists and arrays </param>
[Obsolete("Use constructor with TypeConstraint")]
public OutputAttribute(ShowBackingValue backingValue, ConnectionType connectionType, bool dynamicPortList) : this(backingValue, connectionType, TypeConstraint.None, dynamicPortList) { }
}
[AttributeUsage(AttributeTargets.Class, AllowMultiple = false)]
public class CreateNodeMenuAttribute : Attribute {
public string menuName;
/// <summary> Manually supply node class with a context menu path </summary>
/// <param name="menuName"> Path to this node in the context menu. Null or empty hides it. </param>
public CreateNodeMenuAttribute(string menuName) {
this.menuName = menuName;
}
}
[AttributeUsage(AttributeTargets.Class, AllowMultiple = false)]
public class NodeTintAttribute : Attribute {
public Color color;
/// <summary> Specify a color for this node type </summary>
/// <param name="r"> Red [0.0f .. 1.0f] </param>
/// <param name="g"> Green [0.0f .. 1.0f] </param>
/// <param name="b"> Blue [0.0f .. 1.0f] </param>
public NodeTintAttribute(float r, float g, float b) {
color = new Color(r, g, b);
}
/// <summary> Specify a color for this node type </summary>
/// <param name="hex"> HEX color value </param>
public NodeTintAttribute(string hex) {
ColorUtility.TryParseHtmlString(hex, out color);
}
/// <summary> Specify a color for this node type </summary>
/// <param name="r"> Red [0 .. 255] </param>
/// <param name="g"> Green [0 .. 255] </param>
/// <param name="b"> Blue [0 .. 255] </param>
public NodeTintAttribute(byte r, byte g, byte b) {
color = new Color32(r, g, b, byte.MaxValue);
}
}
[AttributeUsage(AttributeTargets.Class, AllowMultiple = false)]
public class NodeWidthAttribute : Attribute {
public int width;
/// <summary> Specify a width for this node type </summary>
/// <param name="width"> Width </param>
public NodeWidthAttribute(int width) {
this.width = width;
}
}
#endregion
[Serializable] private class NodePortDictionary : Dictionary<string, NodePort>, ISerializationCallbackReceiver {
[SerializeField] private List<string> keys = new List<string>();
[SerializeField] private List<NodePort> values = new List<NodePort>();
public void OnBeforeSerialize() {
keys.Clear();
values.Clear();
foreach (KeyValuePair<string, NodePort> pair in this) {
keys.Add(pair.Key);
values.Add(pair.Value);
}
}
public void OnAfterDeserialize() {
this.Clear();
if (keys.Count != values.Count)
throw new System.Exception("there are " + keys.Count + " keys and " + values.Count + " values after deserialization. Make sure that both key and value types are serializable.");
for (int i = 0; i < keys.Count; i++)
this.Add(keys[i], values[i]);
}
}
}
}

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fileFormatVersion: 2
guid: f26231e5ab9368746948d0ea49e8178a
timeCreated: 1505419984
licenseType: Free
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serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
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@ -1,154 +0,0 @@
using System.Collections.Generic;
using System.Linq;
using System.Reflection;
using UnityEngine;
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 bool Initialized { get { return portDataCache != null; } }
/// <summary> Update static ports to reflect class fields. </summary>
public static void UpdatePorts(Node node, Dictionary<string, NodePort> ports) {
if (!Initialized) BuildCache();
Dictionary<string, NodePort> staticPorts = new Dictionary<string, NodePort>();
Dictionary<string, List<NodePort>> removedPorts = new Dictionary<string, List<NodePort>>();
System.Type nodeType = node.GetType();
List<NodePort> typePortCache;
if (portDataCache.TryGetValue(nodeType, out typePortCache)) {
for (int i = 0; i < typePortCache.Count; i++) {
staticPorts.Add(typePortCache[i].fieldName, portDataCache[nodeType][i]);
}
}
// Cleanup port dict - Remove nonexisting static ports - update static port types
// Loop through current node ports
foreach (NodePort port in ports.Values.ToList()) {
// 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;
}
// If port doesn't exist anymore, remove it
else if (port.IsStatic) {
port.ClearConnections();
ports.Remove(port.fieldName);
}
}
// 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;
if (port.CanConnectTo(connection)) port.Connect(connection);
}
}
ports.Add(staticPort.fieldName, port);
}
}
}
/// <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();
// 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 "System":
case "mscorlib":
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]);
}
}
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));
// GetFields doesnt return inherited private fields, so walk through base types and pick those up
System.Type tempType = nodeType;
while ((tempType = tempType.BaseType) != typeof(XNode.Node)) {
fieldInfo.AddRange(tempType.GetFields(BindingFlags.NonPublic | BindingFlags.Instance));
}
return fieldInfo;
}
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;
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 List<NodePort>());
portDataCache[nodeType].Add(new NodePort(fieldInfo[i]));
}
}
}
[System.Serializable]
private class PortDataCache : Dictionary<System.Type, List<NodePort>>, ISerializationCallbackReceiver {
[SerializeField] private List<System.Type> keys = new List<System.Type>();
[SerializeField] private List<List<NodePort>> values = new List<List<NodePort>>();
// save the dictionary to lists
public void OnBeforeSerialize() {
keys.Clear();
values.Clear();
foreach (var pair in this) {
keys.Add(pair.Key);
values.Add(pair.Value);
}
}
// load dictionary from lists
public void OnAfterDeserialize() {
this.Clear();
if (keys.Count != values.Count)
throw new System.Exception(string.Format("there are {0} keys and {1} values after deserialization. Make sure that both key and value types are serializable."));
for (int i = 0; i < keys.Count; i++)
this.Add(keys[i], values[i]);
}
}
}
}

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@ -1,12 +0,0 @@
fileFormatVersion: 2
guid: 64ea6af1e195d024d8df0ead1921e517
timeCreated: 1507566823
licenseType: Free
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
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@ -1,85 +0,0 @@
using System;
using System.Collections.Generic;
using UnityEngine;
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> 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++) {
Destroy(nodes[i]);
}
}
nodes.Clear();
}
/// <summary> Create a new deep copy of this graph </summary>
public virtual XNode.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;
}
// 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();
}
}
}

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@ -1,12 +0,0 @@
fileFormatVersion: 2
guid: 093f68ef2455d544fa2d14b80c811322
timeCreated: 1505461376
licenseType: Free
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serializedVersion: 2
defaultReferences: []
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icon: {instanceID: 0}
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@ -1,403 +0,0 @@
using System;
using System.Collections.Generic;
using System.Reflection;
using UnityEngine;
namespace XNode {
[Serializable]
public class NodePort {
public enum IO { Input, Output }
public int ConnectionCount { get { return connections.Count; } }
/// <summary> Return the first non-null connection </summary>
public NodePort Connection {
get {
for (int i = 0; i < connections.Count; i++) {
if (connections[i] != null) return connections[i].Port;
}
return null;
}
}
public IO direction { get { return _direction; } }
public Node.ConnectionType connectionType { get { return _connectionType; } }
public Node.TypeConstraint typeConstraint { get { return _typeConstraint; } }
/// <summary> Is this port connected to anytihng? </summary>
public bool IsConnected { get { return connections.Count != 0; } }
public bool IsInput { get { return direction == IO.Input; } }
public bool IsOutput { get { return direction == IO.Output; } }
public string fieldName { get { return _fieldName; } }
public Node node { get { return _node; } }
public bool IsDynamic { get { return _dynamic; } }
public bool IsStatic { get { return !_dynamic; } }
public Type ValueType {
get {
if (valueType == null && !string.IsNullOrEmpty(_typeQualifiedName)) valueType = Type.GetType(_typeQualifiedName, false);
return valueType;
}
set {
valueType = value;
if (value != null) _typeQualifiedName = value.AssemblyQualifiedName;
}
}
private Type valueType;
[SerializeField] private string _fieldName;
[SerializeField] private Node _node;
[SerializeField] private string _typeQualifiedName;
[SerializeField] private List<PortConnection> connections = new List<PortConnection>();
[SerializeField] private IO _direction;
[SerializeField] private Node.ConnectionType _connectionType;
[SerializeField] private Node.TypeConstraint _typeConstraint;
[SerializeField] private bool _dynamic;
/// <summary> Construct a static targetless nodeport. Used as a template. </summary>
public NodePort(FieldInfo fieldInfo) {
_fieldName = fieldInfo.Name;
ValueType = fieldInfo.FieldType;
_dynamic = false;
var attribs = fieldInfo.GetCustomAttributes(false);
for (int i = 0; i < attribs.Length; i++) {
if (attribs[i] is Node.InputAttribute) {
_direction = IO.Input;
_connectionType = (attribs[i] as Node.InputAttribute).connectionType;
_typeConstraint = (attribs[i] as Node.InputAttribute).typeConstraint;
} else if (attribs[i] is Node.OutputAttribute) {
_direction = IO.Output;
_connectionType = (attribs[i] as Node.OutputAttribute).connectionType;
_typeConstraint = (attribs[i] as Node.OutputAttribute).typeConstraint;
}
}
}
/// <summary> Copy a nodePort but assign it to another node. </summary>
public NodePort(NodePort nodePort, Node node) {
_fieldName = nodePort._fieldName;
ValueType = nodePort.valueType;
_direction = nodePort.direction;
_dynamic = nodePort._dynamic;
_connectionType = nodePort._connectionType;
_typeConstraint = nodePort._typeConstraint;
_node = node;
}
/// <summary> Construct a dynamic port. Dynamic ports are not forgotten on reimport, and is ideal for runtime-created ports. </summary>
public NodePort(string fieldName, Type type, IO direction, Node.ConnectionType connectionType, Node.TypeConstraint typeConstraint, Node node) {
_fieldName = fieldName;
this.ValueType = type;
_direction = direction;
_node = node;
_dynamic = true;
_connectionType = connectionType;
_typeConstraint = typeConstraint;
}
/// <summary> Checks all connections for invalid references, and removes them. </summary>
public void VerifyConnections() {
for (int i = connections.Count - 1; i >= 0; i--) {
if (connections[i].node != null &&
!string.IsNullOrEmpty(connections[i].fieldName) &&
connections[i].node.GetPort(connections[i].fieldName) != null)
continue;
connections.RemoveAt(i);
}
}
/// <summary> Return the output value of this node through its parent nodes GetValue override method. </summary>
/// <returns> <see cref="Node.GetValue(NodePort)"/> </returns>
public object GetOutputValue() {
if (direction == IO.Input) return null;
return node.GetValue(this);
}
/// <summary> Return the output value of the first connected port. Returns null if none found or invalid.</summary>
/// <returns> <see cref="NodePort.GetOutputValue"/> </returns>
public object GetInputValue() {
NodePort connectedPort = Connection;
if (connectedPort == null) return null;
return connectedPort.GetOutputValue();
}
/// <summary> Return the output values of all connected ports. </summary>
/// <returns> <see cref="NodePort.GetOutputValue"/> </returns>
public object[] GetInputValues() {
object[] objs = new object[ConnectionCount];
for (int i = 0; i < ConnectionCount; i++) {
NodePort connectedPort = connections[i].Port;
if (connectedPort == null) { // if we happen to find a null port, remove it and look again
connections.RemoveAt(i);
i--;
continue;
}
objs[i] = connectedPort.GetOutputValue();
}
return objs;
}
/// <summary> Return the output value of the first connected port. Returns null if none found or invalid. </summary>
/// <returns> <see cref="NodePort.GetOutputValue"/> </returns>
public T GetInputValue<T>() {
object obj = GetInputValue();
return obj is T ? (T) obj : default(T);
}
/// <summary> Return the output values of all connected ports. </summary>
/// <returns> <see cref="NodePort.GetOutputValue"/> </returns>
public T[] GetInputValues<T>() {
object[] objs = GetInputValues();
T[] ts = new T[objs.Length];
for (int i = 0; i < objs.Length; i++) {
if (objs[i] is T) ts[i] = (T) objs[i];
}
return ts;
}
/// <summary> Return true if port is connected and has a valid input. </summary>
/// <returns> <see cref="NodePort.GetOutputValue"/> </returns>
public bool TryGetInputValue<T>(out T value) {
object obj = GetInputValue();
if (obj is T) {
value = (T) obj;
return true;
} else {
value = default(T);
return false;
}
}
/// <summary> Return the sum of all inputs. </summary>
/// <returns> <see cref="NodePort.GetOutputValue"/> </returns>
public float GetInputSum(float fallback) {
object[] objs = GetInputValues();
if (objs.Length == 0) return fallback;
float result = 0;
for (int i = 0; i < objs.Length; i++) {
if (objs[i] is float) result += (float) objs[i];
}
return result;
}
/// <summary> Return the sum of all inputs. </summary>
/// <returns> <see cref="NodePort.GetOutputValue"/> </returns>
public int GetInputSum(int fallback) {
object[] objs = GetInputValues();
if (objs.Length == 0) return fallback;
int result = 0;
for (int i = 0; i < objs.Length; i++) {
if (objs[i] is int) result += (int) objs[i];
}
return result;
}
/// <summary> Connect this <see cref="NodePort"/> to another </summary>
/// <param name="port">The <see cref="NodePort"/> to connect to</param>
public void Connect(NodePort port) {
if (connections == null) connections = new List<PortConnection>();
if (port == null) { Debug.LogWarning("Cannot connect to null port"); return; }
if (port == this) { Debug.LogWarning("Cannot connect port to self."); return; }
if (IsConnectedTo(port)) { Debug.LogWarning("Port already connected. "); return; }
if (direction == port.direction) { Debug.LogWarning("Cannot connect two " + (direction == IO.Input ? "input" : "output") + " connections"); return; }
if (port.connectionType == Node.ConnectionType.Override && port.ConnectionCount != 0) { port.ClearConnections(); }
if (connectionType == Node.ConnectionType.Override && ConnectionCount != 0) { ClearConnections(); }
connections.Add(new PortConnection(port));
if (port.connections == null) port.connections = new List<PortConnection>();
if (!port.IsConnectedTo(this)) port.connections.Add(new PortConnection(this));
node.OnCreateConnection(this, port);
port.node.OnCreateConnection(this, port);
}
public List<NodePort> GetConnections() {
List<NodePort> result = new List<NodePort>();
for (int i = 0; i < connections.Count; i++) {
NodePort port = GetConnection(i);
if (port != null) result.Add(port);
}
return result;
}
public NodePort GetConnection(int i) {
//If the connection is broken for some reason, remove it.
if (connections[i].node == null || string.IsNullOrEmpty(connections[i].fieldName)) {
connections.RemoveAt(i);
return null;
}
NodePort port = connections[i].node.GetPort(connections[i].fieldName);
if (port == null) {
connections.RemoveAt(i);
return null;
}
return port;
}
/// <summary> Get index of the connection connecting this and specified ports </summary>
public int GetConnectionIndex(NodePort port) {
for (int i = 0; i < ConnectionCount; i++) {
if (connections[i].Port == port) return i;
}
return -1;
}
public bool IsConnectedTo(NodePort port) {
for (int i = 0; i < connections.Count; i++) {
if (connections[i].Port == port) return true;
}
return false;
}
/// <summary> Returns true if this port can connect to specified port </summary>
public bool CanConnectTo(NodePort port) {
// Figure out which is input and which is output
NodePort input = null, output = null;
if (IsInput) input = this;
else output = this;
if (port.IsInput) input = port;
else output = port;
// If there isn't one of each, they can't connect
if (input == null || output == null) return false;
// Check input type constraints
if (input.typeConstraint == XNode.Node.TypeConstraint.Inherited && !input.ValueType.IsAssignableFrom(output.ValueType)) return false;
if (input.typeConstraint == XNode.Node.TypeConstraint.Strict && input.ValueType != output.ValueType) return false;
// Check output type constraints
if (output.typeConstraint == XNode.Node.TypeConstraint.Inherited && !output.ValueType.IsAssignableFrom(input.ValueType)) return false;
if (output.typeConstraint == XNode.Node.TypeConstraint.Strict && output.ValueType != input.ValueType) return false;
// Success
return true;
}
/// <summary> Disconnect this port from another port </summary>
public void Disconnect(NodePort port) {
// Remove this ports connection to the other
for (int i = connections.Count - 1; i >= 0; i--) {
if (connections[i].Port == port) {
connections.RemoveAt(i);
}
}
if (port != null) {
// Remove the other ports connection to this port
for (int i = 0; i < port.connections.Count; i++) {
if (port.connections[i].Port == this) {
port.connections.RemoveAt(i);
}
}
}
// Trigger OnRemoveConnection
node.OnRemoveConnection(this);
if (port != null) port.node.OnRemoveConnection(port);
}
/// <summary> Disconnect this port from another port </summary>
public void Disconnect(int i) {
// Remove the other ports connection to this port
NodePort otherPort = connections[i].Port;
if (otherPort != null) {
for (int k = 0; k < otherPort.connections.Count; k++) {
if (otherPort.connections[k].Port == this) {
otherPort.connections.RemoveAt(i);
}
}
}
// Remove this ports connection to the other
connections.RemoveAt(i);
// Trigger OnRemoveConnection
node.OnRemoveConnection(this);
if (otherPort != null) otherPort.node.OnRemoveConnection(otherPort);
}
public void ClearConnections() {
while (connections.Count > 0) {
Disconnect(connections[0].Port);
}
}
/// <summary> Get reroute points for a given connection. This is used for organization </summary>
public List<Vector2> GetReroutePoints(int index) {
return connections[index].reroutePoints;
}
/// <summary> Swap connections with another node </summary>
public void SwapConnections(NodePort targetPort) {
int aConnectionCount = connections.Count;
int bConnectionCount = targetPort.connections.Count;
List<NodePort> portConnections = new List<NodePort>();
List<NodePort> targetPortConnections = new List<NodePort>();
// Cache port connections
for (int i = 0; i < aConnectionCount; i++)
portConnections.Add(connections[i].Port);
// Cache target port connections
for (int i = 0; i < bConnectionCount; i++)
targetPortConnections.Add(targetPort.connections[i].Port);
ClearConnections();
targetPort.ClearConnections();
// Add port connections to targetPort
for (int i = 0; i < portConnections.Count; i++)
targetPort.Connect(portConnections[i]);
// Add target port connections to this one
for (int i = 0; i < targetPortConnections.Count; i++)
Connect(targetPortConnections[i]);
}
/// <summary> Copy all connections pointing to a node and add them to this one </summary>
public void AddConnections(NodePort targetPort) {
int connectionCount = targetPort.ConnectionCount;
for (int i = 0; i < connectionCount; i++) {
PortConnection connection = targetPort.connections[i];
NodePort otherPort = connection.Port;
Connect(otherPort);
}
}
/// <summary> Move all connections pointing to this node, to another node </summary>
public void MoveConnections(NodePort targetPort) {
int connectionCount = connections.Count;
// Add connections to target port
for (int i = 0; i < connectionCount; i++) {
PortConnection connection = targetPort.connections[i];
NodePort otherPort = connection.Port;
Connect(otherPort);
}
ClearConnections();
}
/// <summary> Swap connected nodes from the old list with nodes from the new list </summary>
public void Redirect(List<Node> oldNodes, List<Node> newNodes) {
foreach (PortConnection connection in connections) {
int index = oldNodes.IndexOf(connection.node);
if (index >= 0) connection.node = newNodes[index];
}
}
[Serializable]
private class PortConnection {
[SerializeField] public string fieldName;
[SerializeField] public Node node;
public NodePort Port { get { return port != null ? port : port = GetPort(); } }
[NonSerialized] private NodePort port;
/// <summary> Extra connection path points for organization </summary>
[SerializeField] public List<Vector2> reroutePoints = new List<Vector2>();
public PortConnection(NodePort port) {
this.port = port;
node = port.node;
fieldName = port.fieldName;
}
/// <summary> Returns the port that this <see cref="PortConnection"/> points to </summary>
private NodePort GetPort() {
if (node == null || string.IsNullOrEmpty(fieldName)) return null;
return node.GetPort(fieldName);
}
}
}
}

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@ -1,13 +0,0 @@
{
"name": "XNode",
"references": [],
"optionalUnityReferences": [],
"includePlatforms": [],
"excludePlatforms": [],
"allowUnsafeCode": false,
"overrideReferences": false,
"precompiledReferences": [],
"autoReferenced": true,
"defineConstraints": [],
"versionDefines": []
}

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