mirror of
https://github.com/Siccity/xNode.git
synced 2026-02-04 14:24:54 +08:00
Editor core complete
Removed NodeConnection.cs: Node ports now operate by crossreferencing eachother Changed from separate static classes to partial class Removed UNEC Namespace Added live hover info
This commit is contained in:
parent
2a6341728b
commit
f9152bf891
@ -3,9 +3,9 @@ using System.Collections.Generic;
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using UnityEngine;
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using UnityEditor;
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/// <summary> Base class to derive custom Node editors from. Use this to create your own custom inspectors and editors for your nodes. </summary>
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public class NodeEditor : Editor {
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public override void OnInspectorGUI() {
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base.OnInspectorGUI();
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}
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@ -3,79 +3,111 @@ using System.Collections.Generic;
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using UnityEngine;
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using UnityEditor;
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using System;
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using UNEC;
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public static class NodeEditorAction {
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/// <summary> User input related UNEC functionality </summary>
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public partial class NodeEditorWindow {
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public static bool dragging;
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public static bool isPanning { get; private set; }
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public static Vector2 dragOffset;
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public static void Controls(NodeEditorWindow window) {
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private bool IsDraggingNode { get { return draggedNode != null; } }
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private bool IsDraggingPort { get { return draggedOutput != null; } }
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private bool IsHoveringPort { get { return hoveredPort != null; } }
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private bool IsHoveringNode { get { return hoveredNode != null; } }
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private bool HasSelectedNode { get { return selectedNode != null; } }
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private Node hoveredNode;
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private Node selectedNode;
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private Node draggedNode;
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private NodePort hoveredPort;
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private NodePort draggedOutput;
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private NodePort draggedOutputTarget;
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private Rect nodeRects;
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public void Controls() {
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wantsMouseMove = true;
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Event e = Event.current;
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switch (e.type) {
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case EventType.MouseMove:
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UpdateHovered();
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break;
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case EventType.ScrollWheel:
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if (e.delta.y > 0) window.zoom += 0.1f * window.zoom;
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else window.zoom -= 0.1f * window.zoom;
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if (e.delta.y > 0) zoom += 0.1f * zoom;
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else zoom -= 0.1f * zoom;
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break;
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case EventType.MouseDrag:
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UpdateHovered();
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if (e.button == 0) {
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if (window.HasSelectedNode) {
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//If we are currently dragging a connection, check if we are hovering any matching port to connect to
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if (window.IsDraggingConnection) {
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if (window.IsHoveringPort && window.IsHoveringNode && window.hoveredPort.IsInput) {
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window.draggedConnection.outputNodeId = window.graph.GetNodeId(window.hoveredNode);
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window.draggedConnection.inputPortId = window.hoveredNode.GetInputPortId(window.hoveredPort);
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} else {
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window.draggedConnection.outputNodeId = -1;
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window.draggedConnection.inputPortId = -1;
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}
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}
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//If we just started dragging from a port, grab connection
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else if (window.IsHoveringPort) {
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if (window.hoveredPort.direction == NodePort.IO.Output) {
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dragging = true;
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int inputNodeId = window.graph.GetNodeId(window.selectedNode);
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int outputPortId = window.selectedNode.GetOutputPortId(window.hoveredPort);
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window.draggedConnection = new NodeConnection(inputNodeId, outputPortId, -1, -1);
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}
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else {
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Debug.Log("input");
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/*int outputNodeId = window.graph.GetNodeId(window.activeNode);
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int outputPortId = window.activeNode.GetInputPortId(window.hoveredPort);
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window.tempConnection = new NodeConnection(-1,-1,outputNodeId,outputPortId);*/
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if (IsDraggingPort) {
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if (IsHoveringPort && hoveredPort.IsInput) {
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if (!draggedOutput.IsConnectedTo(hoveredPort)) {
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draggedOutputTarget = hoveredPort;
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}
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}
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else {
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window.selectedNode.position.position = window.WindowToGridPosition(e.mousePosition) + dragOffset;
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window.Repaint();
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draggedOutputTarget = null;
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}
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Repaint();
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}
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else if (IsDraggingNode) {
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draggedNode.position.position = WindowToGridPosition(e.mousePosition) + dragOffset;
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Repaint();
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}
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}
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else if (e.button == 1) {
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window.panOffset += e.delta * window.zoom;
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dragging = true;
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panOffset += e.delta * zoom;
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isPanning = true;
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}
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break;
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case EventType.KeyDown:
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if (e.keyCode == KeyCode.F) Focus(window);
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if (e.keyCode == KeyCode.F) Home();
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break;
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case EventType.MouseDown:
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dragging = false;
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window.Repaint();
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window.SelectNode(window.hoveredNode);
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if (window.hoveredNode != null) {
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dragOffset = window.hoveredNode.position.position - window.WindowToGridPosition(e.mousePosition);
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UpdateHovered();
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Repaint();
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SelectNode(hoveredNode);
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if (IsHoveringPort) {
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if (hoveredPort.IsOutput) {
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draggedOutput = hoveredPort;
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}
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else {
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if (hoveredPort.IsConnected) {
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NodePort output = hoveredPort.Connection;
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hoveredPort.Disconnect(output);
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draggedOutput = output;
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draggedOutputTarget = hoveredPort;
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}
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}
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}
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else if (IsHoveringNode) {
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draggedNode = hoveredNode;
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dragOffset = hoveredNode.position.position - WindowToGridPosition(e.mousePosition);
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}
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window.Repaint();
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break;
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case EventType.MouseUp:
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window.draggedConnection.enabled = false;
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if (dragging) return;
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if (e.button == 1) {
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NodeEditorGUI.RightClickContextMenu(window);
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if (e.button == 0) {
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//Port drag release
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if (IsDraggingPort) {
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//If connection is valid, save it
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if (draggedOutputTarget != null) {
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draggedOutput.Connect(draggedOutputTarget);
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}
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//Release dragged connection
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draggedOutput = null;
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draggedOutputTarget = null;
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Repaint();
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}
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else if (IsDraggingNode) {
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draggedNode = null;
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}
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}
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else if (e.button == 1) {
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if (!isPanning) RightClickContextMenu();
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isPanning = false;
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}
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UpdateHovered();
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break;
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case EventType.repaint:
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@ -84,13 +116,63 @@ public static class NodeEditorAction {
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}
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/// <summary> Puts all nodes in focus. If no nodes are present, resets view to </summary>
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public static void Focus(this NodeEditorWindow window) {
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window.zoom = 2;
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window.panOffset = Vector2.zero;
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public void Home() {
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zoom = 2;
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panOffset = Vector2.zero;
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}
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public static void CreateNode(this NodeEditorWindow window, Type type, Vector2 position) {
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Node node = window.graph.AddNode(type);
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public void CreateNode(Type type, Vector2 position) {
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Node node = graph.AddNode(type);
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node.position.position = position;
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}
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/// <summary> Draw a connection as we are dragging it </summary>
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public void DrawDraggedConnection() {
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if (IsDraggingPort) {
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Vector2 from = _portConnectionPoints[draggedOutput];
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Vector2 to = draggedOutputTarget != null ? portConnectionPoints[draggedOutputTarget] : WindowToGridPosition(Event.current.mousePosition);
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DrawConnection(from, to);
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}
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}
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void UpdateHovered() {
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Vector2 mousePos = Event.current.mousePosition;
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Node newHoverNode = null;
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foreach (Node node in graph.nodes) {
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//Get node position
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Vector2 nodePos = GridToWindowPosition(node.position.position);
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Rect windowRect = new Rect(nodePos, new Vector2(node.position.size.x / zoom, node.position.size.y / zoom));
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if (windowRect.Contains(mousePos)) {
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newHoverNode = node;
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}
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}
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if (newHoverNode != hoveredNode) {
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hoveredNode = newHoverNode;
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Repaint();
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}
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if (IsHoveringNode) {
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NodePort newHoverPort = null;
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for (int i = 0; i < hoveredNode.InputCount; i++) {
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NodePort port = hoveredNode.GetInput(i);
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if (!portRects.ContainsKey(port)) continue;
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Rect r = portRects[port];
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r.position = GridToWindowPosition(r.position + hoveredNode.position.position);
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r.size /= zoom;
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if (r.Contains(mousePos)) newHoverPort = port;
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}
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for (int i = 0; i < hoveredNode.OutputCount; i++) {
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NodePort port = hoveredNode.GetOutput(i);
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if (!portRects.ContainsKey(port)) continue;
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Rect r = portRects[port];
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r.position = GridToWindowPosition(r.position + hoveredNode.position.position);
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r.size /= zoom;
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if (r.Contains(mousePos)) newHoverPort = port;
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}
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if (newHoverPort != hoveredPort) {
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hoveredPort = newHoverPort;
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Repaint();
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}
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}
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else hoveredPort = null;
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}
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}
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@ -4,116 +4,136 @@ using UnityEngine;
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using UnityEditor;
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using System;
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namespace UNEC {
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/// <summary> Contains GUI methods </summary>
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public static class NodeEditorGUI {
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/// <summary> Contains GUI methods </summary>
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public partial class NodeEditorWindow {
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public static void DrawConnection(Vector2 from, Vector2 to, Color col) {
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Handles.DrawBezier(from, to, from, to, col, new Texture2D(2, 2), 2);
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public static void DrawConnection(Vector2 from, Vector2 to, Color col) {
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Handles.DrawBezier(from, to, from, to, col, new Texture2D(2, 2), 2);
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}
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public static void BeginZoomed(Rect rect, float zoom) {
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GUI.EndClip();
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GUIUtility.ScaleAroundPivot(Vector2.one / zoom, rect.size * 0.5f);
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Vector4 padding = new Vector4(0, 22, 0, 0);
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padding *= zoom;
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GUI.BeginClip(new Rect(
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-((rect.width * zoom) - rect.width) * 0.5f,
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-(((rect.height * zoom) - rect.height) * 0.5f) + (22 * zoom),
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rect.width * zoom,
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rect.height * zoom));
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}
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public static void EndZoomed(Rect rect, float zoom) {
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GUIUtility.ScaleAroundPivot(Vector2.one * zoom, rect.size * 0.5f);
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Vector3 offset = new Vector3(
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(((rect.width * zoom) - rect.width) * 0.5f),
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(((rect.height * zoom) - rect.height) * 0.5f) + (-22 * zoom)+22,
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0);
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GUI.matrix = Matrix4x4.TRS(offset, Quaternion.identity, Vector3.one);
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}
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public static void DrawGrid(Rect rect, float zoom, Vector2 panOffset) {
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rect.position = Vector2.zero;
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Vector2 center = rect.size / 2f;
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Texture2D gridTex = gridTexture;
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Texture2D crossTex = crossTexture;
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// Offset from origin in tile units
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float xOffset = -(center.x * zoom + panOffset.x) / gridTex.width;
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float yOffset = ((center.y - rect.size.y) * zoom + panOffset.y) / gridTex.height;
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Vector2 tileOffset = new Vector2(xOffset, yOffset);
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// Amount of tiles
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float tileAmountX = Mathf.Round(rect.size.x * zoom) / gridTex.width;
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float tileAmountY = Mathf.Round(rect.size.y * zoom) / gridTex.height;
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Vector2 tileAmount = new Vector2(tileAmountX, tileAmountY);
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// Draw tiled background
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GUI.DrawTextureWithTexCoords(rect, gridTex, new Rect(tileOffset, tileAmount));
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GUI.DrawTextureWithTexCoords(rect, crossTex, new Rect(tileOffset + new Vector2(0.5f,0.5f), tileAmount));
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}
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public void DrawToolbar() {
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EditorGUILayout.BeginHorizontal("Toolbar");
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if (DropdownButton("File", 50)) FileContextMenu();
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if (DropdownButton("Edit", 50)) EditContextMenu();
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if (DropdownButton("View", 50)) { }
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if (DropdownButton("Settings", 70)) { }
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if (DropdownButton("Tools", 50)) { }
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if (IsHoveringNode) {
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GUILayout.Space(20);
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string hoverInfo = hoveredNode.GetType().ToString();
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if (IsHoveringPort) hoverInfo += " > "+hoveredPort.name;
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GUILayout.Label(hoverInfo);
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}
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public static void BeginZoomed(Rect rect, float zoom) {
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GUI.EndClip();
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// Make the toolbar extend all throughout the window extension.
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GUILayout.FlexibleSpace();
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GUIUtility.ScaleAroundPivot(Vector2.one / zoom, rect.size * 0.5f);
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Vector4 padding = new Vector4(0, 22, 0, 0);
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padding *= zoom;
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GUI.BeginClip(new Rect(
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-((rect.width * zoom) - rect.width) * 0.5f,
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-(((rect.height * zoom) - rect.height) * 0.5f) + (22 * zoom),
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rect.width * zoom,
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rect.height * zoom));
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EditorGUILayout.EndHorizontal();
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}
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public static bool DropdownButton(string name, float width) {
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return GUILayout.Button(name, EditorStyles.toolbarDropDown, GUILayout.Width(width));
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}
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public void RightClickContextMenu() {
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GenericMenu contextMenu = new GenericMenu();
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if (hoveredNode != null) {
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Node node = hoveredNode;
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contextMenu.AddItem(new GUIContent("Remove"), false, () => graph.RemoveNode(node));
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}
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public static void EndZoomed(Rect rect, float zoom) {
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GUIUtility.ScaleAroundPivot(Vector2.one * zoom, rect.size * 0.5f);
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Vector3 offset = new Vector3(
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(((rect.width * zoom) - rect.width) * 0.5f),
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(((rect.height * zoom) - rect.height) * 0.5f) + (-22 * zoom)+22,
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0);
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GUI.matrix = Matrix4x4.TRS(offset, Quaternion.identity, Vector3.one);
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}
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public static void DrawGrid(Rect rect, float zoom, Vector2 panOffset) {
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rect.position = Vector2.zero;
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Vector2 center = rect.size / 2f;
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Texture2D gridTex = NodeEditorResources.gridTexture;
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Texture2D crossTex = NodeEditorResources.crossTexture;
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// Offset from origin in tile units
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float xOffset = -(center.x * zoom + panOffset.x) / gridTex.width;
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float yOffset = ((center.y - rect.size.y) * zoom + panOffset.y) / gridTex.height;
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Vector2 tileOffset = new Vector2(xOffset, yOffset);
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// Amount of tiles
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float tileAmountX = Mathf.Round(rect.size.x * zoom) / gridTex.width;
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float tileAmountY = Mathf.Round(rect.size.y * zoom) / gridTex.height;
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Vector2 tileAmount = new Vector2(tileAmountX, tileAmountY);
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// Draw tiled background
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GUI.DrawTextureWithTexCoords(rect, gridTex, new Rect(tileOffset, tileAmount));
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GUI.DrawTextureWithTexCoords(rect, crossTex, new Rect(tileOffset + new Vector2(0.5f,0.5f), tileAmount));
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}
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public static void DrawToolbar(NodeEditorWindow window) {
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EditorGUILayout.BeginHorizontal("Toolbar");
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if (DropdownButton("File", 50)) FileContextMenu();
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if (DropdownButton("Edit", 50)) EditContextMenu(window);
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if (DropdownButton("View", 50)) { }
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if (DropdownButton("Settings", 70)) { }
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if (DropdownButton("Tools", 50)) { }
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// Make the toolbar extend all throughout the window extension.
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GUILayout.FlexibleSpace();
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EditorGUILayout.EndHorizontal();
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}
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public static bool DropdownButton(string name, float width) {
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return GUILayout.Button(name, EditorStyles.toolbarDropDown, GUILayout.Width(width));
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}
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public static void RightClickContextMenu(NodeEditorWindow window) {
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GenericMenu contextMenu = new GenericMenu();
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if (window.hoveredNode != null) {
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Node node = window.hoveredNode;
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contextMenu.AddItem(new GUIContent("Remove"), false, () => window.graph.RemoveNode(node));
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else {
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Vector2 pos = WindowToGridPosition(Event.current.mousePosition);
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for (int i = 0; i < nodeTypes.Length; i++) {
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Type type = nodeTypes[i];
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contextMenu.AddItem(new GUIContent(nodeTypes[i].ToString()), false, () => {
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CreateNode(type, pos);
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});
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}
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else {
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Vector2 pos = window.WindowToGridPosition(Event.current.mousePosition);
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for (int i = 0; i < NodeEditorReflection.nodeTypes.Length; i++) {
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Type type = NodeEditorReflection.nodeTypes[i];
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contextMenu.AddItem(new GUIContent(NodeEditorReflection.nodeTypes[i].ToString()), false, () => {
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window.CreateNode(type, pos);
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});
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}
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}
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contextMenu.DropDown(new Rect(Event.current.mousePosition, Vector2.zero));
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}
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contextMenu.DropDown(new Rect(Event.current.mousePosition, Vector2.zero));
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}
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public static void FileContextMenu() {
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GenericMenu contextMenu = new GenericMenu();
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contextMenu.AddItem(new GUIContent("Create New"), false, null);
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contextMenu.AddItem(new GUIContent("Load"), false, null);
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public static void FileContextMenu() {
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GenericMenu contextMenu = new GenericMenu();
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contextMenu.AddItem(new GUIContent("Create New"), false, null);
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contextMenu.AddItem(new GUIContent("Load"), false, null);
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contextMenu.AddSeparator("");
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contextMenu.AddItem(new GUIContent("Save"), false, null);
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contextMenu.AddItem(new GUIContent("Save As"), false, null);
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contextMenu.AddSeparator("");
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contextMenu.AddItem(new GUIContent("Save"), false, null);
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contextMenu.AddItem(new GUIContent("Save As"), false, null);
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contextMenu.DropDown(new Rect(5f, 17f, 0f, 0f));
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}
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contextMenu.DropDown(new Rect(5f, 17f, 0f, 0f));
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}
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public static void EditContextMenu(NodeEditorWindow window) {
|
||||
GenericMenu contextMenu = new GenericMenu();
|
||||
contextMenu.AddItem(new GUIContent("Clear"), false, () => window.graph.Clear());
|
||||
public void EditContextMenu() {
|
||||
GenericMenu contextMenu = new GenericMenu();
|
||||
contextMenu.AddItem(new GUIContent("Clear"), false, () => graph.Clear());
|
||||
|
||||
contextMenu.DropDown(new Rect(5f, 17f, 0f, 0f));
|
||||
}
|
||||
contextMenu.DropDown(new Rect(5f, 17f, 0f, 0f));
|
||||
}
|
||||
|
||||
public void DrawConnection(Vector2 startPoint, Vector2 endPoint) {
|
||||
startPoint = GridToWindowPosition(startPoint);
|
||||
endPoint = GridToWindowPosition(endPoint);
|
||||
|
||||
Vector2 startTangent = startPoint;
|
||||
if (startPoint.x < endPoint.x) startTangent.x = Mathf.LerpUnclamped(startPoint.x, endPoint.x, 0.7f);
|
||||
else startTangent.x = Mathf.LerpUnclamped(startPoint.x, endPoint.x, -0.7f);
|
||||
|
||||
Vector2 endTangent = endPoint;
|
||||
if (startPoint.x > endPoint.x) endTangent.x = Mathf.LerpUnclamped(endPoint.x, startPoint.x, -0.7f);
|
||||
else endTangent.x = Mathf.LerpUnclamped(endPoint.x, startPoint.x, 0.7f);
|
||||
|
||||
Handles.DrawBezier(startPoint, endPoint, startTangent, endTangent, Color.gray, null, 4);
|
||||
Handles.DrawBezier(startPoint, endPoint, startTangent, endTangent, Color.white, null, 2);
|
||||
}
|
||||
}
|
||||
@ -2,21 +2,19 @@
|
||||
using System.Linq;
|
||||
using System;
|
||||
|
||||
namespace UNEC {
|
||||
/// <summary> Contains reflection-related info </summary>
|
||||
public static class NodeEditorReflection {
|
||||
/// <summary> Contains reflection-related info </summary>
|
||||
public partial class NodeEditorWindow {
|
||||
|
||||
public static Type[] nodeTypes { get { return _nodeTypes != null ? _nodeTypes : _nodeTypes = GetNodeTypes(); } }
|
||||
private static Type[] _nodeTypes;
|
||||
public static Type[] nodeTypes { get { return _nodeTypes != null ? _nodeTypes : _nodeTypes = GetNodeTypes(); } }
|
||||
private static Type[] _nodeTypes;
|
||||
|
||||
public static Type[] GetNodeTypes() {
|
||||
//Get all classes deriving from Node via reflection
|
||||
Type derivedType = typeof(Node);
|
||||
Assembly assembly = Assembly.GetAssembly(derivedType);
|
||||
return assembly.GetTypes().Where(t =>
|
||||
t != derivedType &&
|
||||
derivedType.IsAssignableFrom(t)
|
||||
).ToArray();
|
||||
}
|
||||
public static Type[] GetNodeTypes() {
|
||||
//Get all classes deriving from Node via reflection
|
||||
Type derivedType = typeof(Node);
|
||||
Assembly assembly = Assembly.GetAssembly(derivedType);
|
||||
return assembly.GetTypes().Where(t =>
|
||||
t != derivedType &&
|
||||
derivedType.IsAssignableFrom(t)
|
||||
).ToArray();
|
||||
}
|
||||
}
|
||||
|
||||
@ -2,102 +2,101 @@
|
||||
using UnityEditor;
|
||||
using System;
|
||||
|
||||
namespace UNEC {
|
||||
public static class NodeEditorResources {
|
||||
public partial class NodeEditorWindow {
|
||||
|
||||
public static Texture2D gridTexture { get { return _gridTexture != null ? _gridTexture : _gridTexture = GenerateGridTexture(); } }
|
||||
private static Texture2D _gridTexture;
|
||||
public static Texture2D crossTexture { get { return _crossTexture != null ? _crossTexture : _crossTexture = GenerateCrossTexture(); } }
|
||||
private static Texture2D _crossTexture;
|
||||
public static Texture2D gridTexture { get { return _gridTexture != null ? _gridTexture : _gridTexture = GenerateGridTexture(); } }
|
||||
private static Texture2D _gridTexture;
|
||||
public static Texture2D crossTexture { get { return _crossTexture != null ? _crossTexture : _crossTexture = GenerateCrossTexture(); } }
|
||||
private static Texture2D _crossTexture;
|
||||
|
||||
|
||||
private static Color backgroundColor = new Color(0.18f, 0.18f, 0.18f);
|
||||
private static Color veinColor = new Color(0.25f, 0.25f, 0.25f);
|
||||
private static Color arteryColor = new Color(0.34f, 0.34f, 0.34f);
|
||||
private static Color crossColor = new Color(0.45f, 0.45f, 0.45f);
|
||||
private static Color backgroundColor = new Color(0.18f, 0.18f, 0.18f);
|
||||
private static Color veinColor = new Color(0.25f, 0.25f, 0.25f);
|
||||
private static Color arteryColor = new Color(0.34f, 0.34f, 0.34f);
|
||||
private static Color crossColor = new Color(0.45f, 0.45f, 0.45f);
|
||||
|
||||
public static Styles styles = new Styles();
|
||||
public static Styles styles { get { return _styles != null ? _styles : _styles = new Styles(); } }
|
||||
public static Styles _styles = null;
|
||||
|
||||
public class Styles {
|
||||
GUIStyle inputInt, inputString, inputFloat, inputObject, inputTexture, inputColor;
|
||||
GUIStyle outputInt, outputString, outputFloat, outputObject, outputTexture, outputColor;
|
||||
public class Styles {
|
||||
GUIStyle inputInt, inputString, inputFloat, inputObject, inputTexture, inputColor;
|
||||
GUIStyle outputInt, outputString, outputFloat, outputObject, outputTexture, outputColor;
|
||||
|
||||
public Styles() {
|
||||
inputObject = new GUIStyle((GUIStyle)"flow shader in 0");
|
||||
inputString = new GUIStyle((GUIStyle)"flow shader in 1");
|
||||
inputInt = new GUIStyle((GUIStyle)"flow shader in 2");
|
||||
inputFloat = new GUIStyle((GUIStyle)"flow shader in 3");
|
||||
inputColor = new GUIStyle((GUIStyle)"flow shader in 4");
|
||||
inputTexture = new GUIStyle((GUIStyle)"flow shader in 5");
|
||||
outputObject = new GUIStyle((GUIStyle)"flow shader out 0");
|
||||
outputString = new GUIStyle((GUIStyle)"flow shader out 1");
|
||||
outputInt = new GUIStyle((GUIStyle)"flow shader out 2");
|
||||
outputFloat = new GUIStyle((GUIStyle)"flow shader out 3");
|
||||
outputColor = new GUIStyle((GUIStyle)"flow shader out 4");
|
||||
outputTexture = new GUIStyle((GUIStyle)"flow shader out 5");
|
||||
public Styles() {
|
||||
inputObject = new GUIStyle((GUIStyle)"flow shader in 0");
|
||||
inputString = new GUIStyle((GUIStyle)"flow shader in 1");
|
||||
inputInt = new GUIStyle((GUIStyle)"flow shader in 2");
|
||||
inputFloat = new GUIStyle((GUIStyle)"flow shader in 3");
|
||||
inputColor = new GUIStyle((GUIStyle)"flow shader in 4");
|
||||
inputTexture = new GUIStyle((GUIStyle)"flow shader in 5");
|
||||
outputObject = new GUIStyle((GUIStyle)"flow shader out 0");
|
||||
outputString = new GUIStyle((GUIStyle)"flow shader out 1");
|
||||
outputInt = new GUIStyle((GUIStyle)"flow shader out 2");
|
||||
outputFloat = new GUIStyle((GUIStyle)"flow shader out 3");
|
||||
outputColor = new GUIStyle((GUIStyle)"flow shader out 4");
|
||||
outputTexture = new GUIStyle((GUIStyle)"flow shader out 5");
|
||||
|
||||
foreach (GUIStyle style in new GUIStyle[] { inputInt, inputString, inputFloat, inputObject, inputTexture, inputColor, outputInt, outputString, outputFloat, outputObject, outputTexture, outputColor }) {
|
||||
style.normal.textColor = Color.black;
|
||||
style.fixedHeight = 18;
|
||||
style.alignment = TextAnchor.MiddleLeft;
|
||||
style.onHover.textColor = Color.red;
|
||||
}
|
||||
}
|
||||
|
||||
public GUIStyle GetInputStyle(Type type) {
|
||||
if (type == typeof(int)) return inputInt;
|
||||
else if (type == typeof(string)) return inputString;
|
||||
else if (type == typeof(Texture2D)) return inputTexture;
|
||||
else if (type == typeof(float)) return inputFloat;
|
||||
else if (type == typeof(Color)) return inputColor;
|
||||
else return inputObject;
|
||||
}
|
||||
|
||||
public GUIStyle GetOutputStyle(Type type) {
|
||||
if (type == typeof(int)) return outputInt;
|
||||
else if (type == typeof(string)) return outputString;
|
||||
else if (type == typeof(Texture2D)) return outputTexture;
|
||||
else if (type == typeof(float)) return outputFloat;
|
||||
else if (type == typeof(Color)) return outputColor;
|
||||
else return outputObject;
|
||||
foreach (GUIStyle style in new GUIStyle[] { inputInt, inputString, inputFloat, inputObject, inputTexture, inputColor, outputInt, outputString, outputFloat, outputObject, outputTexture, outputColor }) {
|
||||
style.normal.textColor = Color.black;
|
||||
style.fixedHeight = 18;
|
||||
style.alignment = TextAnchor.MiddleLeft;
|
||||
style.onHover.textColor = Color.red;
|
||||
}
|
||||
}
|
||||
|
||||
public static Texture2D GenerateGridTexture() {
|
||||
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 = backgroundColor;
|
||||
if (y % 16 == 0 || x % 16 == 0) col = veinColor;
|
||||
if (y == 63 || x == 63) col = arteryColor;
|
||||
cols[(y * 64) + x] = col;
|
||||
}
|
||||
}
|
||||
tex.SetPixels(cols);
|
||||
tex.wrapMode = TextureWrapMode.Repeat;
|
||||
tex.filterMode = FilterMode.Bilinear;
|
||||
tex.name = "Grid";
|
||||
tex.Apply();
|
||||
return tex;
|
||||
public GUIStyle GetInputStyle(Type type) {
|
||||
if (type == typeof(int)) return inputInt;
|
||||
else if (type == typeof(string)) return inputString;
|
||||
else if (type == typeof(Texture2D)) return inputTexture;
|
||||
else if (type == typeof(float)) return inputFloat;
|
||||
else if (type == typeof(Color)) return inputColor;
|
||||
else return inputObject;
|
||||
}
|
||||
|
||||
public static Texture2D GenerateCrossTexture() {
|
||||
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 = crossColor;
|
||||
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;
|
||||
public GUIStyle GetOutputStyle(Type type) {
|
||||
if (type == typeof(int)) return outputInt;
|
||||
else if (type == typeof(string)) return outputString;
|
||||
else if (type == typeof(Texture2D)) return outputTexture;
|
||||
else if (type == typeof(float)) return outputFloat;
|
||||
else if (type == typeof(Color)) return outputColor;
|
||||
else return outputObject;
|
||||
}
|
||||
}
|
||||
|
||||
public static Texture2D GenerateGridTexture() {
|
||||
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 = backgroundColor;
|
||||
if (y % 16 == 0 || x % 16 == 0) col = veinColor;
|
||||
if (y == 63 || x == 63) col = arteryColor;
|
||||
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() {
|
||||
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 = crossColor;
|
||||
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;
|
||||
}
|
||||
}
|
||||
@ -2,91 +2,70 @@
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEditor;
|
||||
using UNEC;
|
||||
|
||||
public class NodeEditorWindow : EditorWindow {
|
||||
[InitializeOnLoad]
|
||||
public partial class NodeEditorWindow : EditorWindow {
|
||||
|
||||
private Dictionary<NodePort, Vector2> portConnectionPoints = new Dictionary<NodePort, Vector2>();
|
||||
public bool IsDraggingConnection { get { return draggedConnection.enabled; } }
|
||||
public bool IsHoveringPort { get { return hoveredPort != null; } }
|
||||
public bool IsHoveringNode { get { return hoveredNode != null; } }
|
||||
public bool HasSelectedNode { get { return selectedNode != null; } }
|
||||
public Dictionary<NodePort, Vector2> portConnectionPoints { get { return _portConnectionPoints; } }
|
||||
private Dictionary<NodePort, Vector2> _portConnectionPoints = new Dictionary<NodePort, Vector2>();
|
||||
private Dictionary<NodePort, Rect> portRects = new Dictionary<NodePort, Rect>();
|
||||
public NodeGraph graph { get { return _graph != null ? _graph : _graph = new NodeGraph(); } }
|
||||
public NodeGraph _graph;
|
||||
public Node hoveredNode;
|
||||
/// <summary> Currently selected node </summary>
|
||||
public Node selectedNode { get; private set; }
|
||||
public NodePort hoveredPort;
|
||||
public NodeConnection draggedConnection;
|
||||
|
||||
public Vector2 panOffset { get { return _panOffset; } set { _panOffset = value; Repaint(); } }
|
||||
private Vector2 _panOffset;
|
||||
public float zoom { get { return _zoom; } set { _zoom = Mathf.Clamp(value, 1f, 5f); Repaint(); } }
|
||||
private float _zoom = 1;
|
||||
|
||||
partial void OnEnable();
|
||||
|
||||
[MenuItem("Window/UNEC")]
|
||||
static void Init() {
|
||||
NodeEditorWindow w = CreateInstance<NodeEditorWindow>();
|
||||
w.titleContent = new GUIContent("UNEC");
|
||||
w.wantsMouseMove = true;
|
||||
w.Show();
|
||||
}
|
||||
|
||||
private void OnGUI() {
|
||||
Event e = Event.current;
|
||||
Matrix4x4 m = GUI.matrix;
|
||||
NodeEditorAction.Controls(this);
|
||||
Controls();
|
||||
|
||||
NodeEditorGUI.DrawGrid(position, zoom, panOffset);
|
||||
DrawGrid(position, zoom, panOffset);
|
||||
DrawNodes();
|
||||
DrawConnections();
|
||||
DrawDraggedConnection();
|
||||
NodeEditorGUI.DrawToolbar(this);
|
||||
if (e.type == EventType.Repaint || e.type == EventType.Layout) DrawToolbar();
|
||||
|
||||
GUI.matrix = m;
|
||||
}
|
||||
|
||||
/// <summary> Draw a connection as we are dragging it </summary>
|
||||
private void DrawDraggedConnection() {
|
||||
if (IsDraggingConnection) {
|
||||
Node inputNode = graph.GetNode(draggedConnection.inputNodeId);
|
||||
Node outputNode = graph.GetNode(draggedConnection.outputNodeId);
|
||||
if (inputNode != null) {
|
||||
NodePort outputPort = inputNode.GetOutput(draggedConnection.outputPortId);
|
||||
Vector2 startPoint = GridToWindowPosition( portConnectionPoints[outputPort]);
|
||||
Vector2 endPoint = Event.current.mousePosition;
|
||||
if (outputNode != null) {
|
||||
NodePort inputPort = outputNode.GetInput(draggedConnection.inputPortId);
|
||||
if (inputPort != null) endPoint = GridToWindowPosition(portConnectionPoints[inputPort]);
|
||||
public void DrawConnections() {
|
||||
foreach(Node node in graph.nodes) {
|
||||
for (int i = 0; i < node.OutputCount; i++) {
|
||||
NodePort output = node.GetOutput(i);
|
||||
Vector2 from = _portConnectionPoints[output];
|
||||
for (int k = 0; k < output.ConnectionCount; k++) {
|
||||
NodePort input = output.GetConnection(k);
|
||||
Vector2 to = _portConnectionPoints[input];
|
||||
DrawConnection(from, to);
|
||||
}
|
||||
|
||||
Vector2 startTangent = startPoint;
|
||||
startTangent.x = Mathf.Lerp(startPoint.x,endPoint.x,0.7f);
|
||||
Vector2 endTangent = endPoint;
|
||||
endTangent.x = Mathf.Lerp(endPoint.x, startPoint.x, 0.7f);
|
||||
Handles.DrawBezier(startPoint, endPoint, startTangent, endTangent, Color.gray, null, 4);
|
||||
Handles.DrawBezier(startPoint, endPoint, startTangent, endTangent, Color.white, null, 2);
|
||||
Repaint();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void DrawNodes() {
|
||||
portConnectionPoints.Clear();
|
||||
Event e = Event.current;
|
||||
|
||||
BeginWindows();
|
||||
NodeEditorGUI.BeginZoomed(position, zoom);
|
||||
if (e.type == EventType.repaint) {
|
||||
hoveredPort = null;
|
||||
}
|
||||
hoveredNode = null;
|
||||
foreach (KeyValuePair<int, Node> kvp in graph.nodes) {
|
||||
Node node = kvp.Value;
|
||||
int id = kvp.Key;
|
||||
|
||||
BeginZoomed(position, zoom);
|
||||
if (e.type == EventType.Repaint) portRects.Clear();
|
||||
foreach (Node node in graph.nodes) {
|
||||
//Get node position
|
||||
Vector2 nodePos = GridToWindowPositionNoClipped(node.position.position);
|
||||
|
||||
Rect windowRect = new Rect(nodePos, new Vector2(200, 200));
|
||||
if (windowRect.Contains(e.mousePosition)) hoveredNode = node;
|
||||
Rect windowRect = new Rect(nodePos, node.position.size);
|
||||
|
||||
GUIStyle style = (node == selectedNode) ? (GUIStyle)"flow node 0 on" : (GUIStyle)"flow node 0";
|
||||
GUILayout.BeginArea(windowRect, node.ToString(), style);
|
||||
@ -96,11 +75,9 @@ public class NodeEditorWindow : EditorWindow {
|
||||
GUILayout.BeginVertical();
|
||||
for (int i = 0; i < node.InputCount; i++) {
|
||||
NodePort input = node.GetInput(i);
|
||||
Rect r = GUILayoutUtility.GetRect(new GUIContent(input.name), NodeEditorResources.styles.GetInputStyle(input.type));
|
||||
GUI.Label(r, input.name, NodeEditorResources.styles.GetInputStyle(input.type));
|
||||
if (e.type == EventType.repaint) {
|
||||
if (r.Contains(e.mousePosition)) hoveredPort = input;
|
||||
}
|
||||
Rect r = GUILayoutUtility.GetRect(new GUIContent(input.name), styles.GetInputStyle(input.type));
|
||||
GUI.Label(r, input.name, styles.GetInputStyle(input.type));
|
||||
if (e.type == EventType.Repaint) portRects.Add(input, r);
|
||||
portConnectionPoints.Add(input, new Vector2(r.xMin, r.yMin + (r.height * 0.5f)) + node.position.position);
|
||||
}
|
||||
GUILayout.EndVertical();
|
||||
@ -109,11 +86,9 @@ public class NodeEditorWindow : EditorWindow {
|
||||
GUILayout.BeginVertical();
|
||||
for (int i = 0; i < node.OutputCount; i++) {
|
||||
NodePort output = node.GetOutput(i);
|
||||
Rect r = GUILayoutUtility.GetRect(new GUIContent(output.name), NodeEditorResources.styles.GetOutputStyle(output.type));
|
||||
GUI.Label(r, output.name, NodeEditorResources.styles.GetOutputStyle(output.type));
|
||||
if (e.type == EventType.repaint) {
|
||||
if (r.Contains(e.mousePosition)) hoveredPort = output;
|
||||
}
|
||||
Rect r = GUILayoutUtility.GetRect(new GUIContent(output.name), styles.GetOutputStyle(output.type));
|
||||
GUI.Label(r, output.name, styles.GetOutputStyle(output.type));
|
||||
if (e.type == EventType.Repaint) portRects.Add(output, r);
|
||||
portConnectionPoints.Add(output, new Vector2(r.xMax, r.yMin + (r.height * 0.5f)) + node.position.position);
|
||||
}
|
||||
GUILayout.EndVertical();
|
||||
@ -132,7 +107,7 @@ public class NodeEditorWindow : EditorWindow {
|
||||
}
|
||||
|
||||
}
|
||||
NodeEditorGUI.EndZoomed(position, zoom);
|
||||
EndZoomed(position, zoom);
|
||||
EndWindows();
|
||||
}
|
||||
|
||||
|
||||
@ -2,7 +2,6 @@
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using System;
|
||||
using UNEC;
|
||||
|
||||
/// <summary> Base class for all nodes </summary>
|
||||
public abstract class Node {
|
||||
@ -19,14 +18,14 @@ public abstract class Node {
|
||||
|
||||
abstract protected void Init();
|
||||
|
||||
public int GetInputPortId(NodePort input) {
|
||||
public int GetInputId(NodePort input) {
|
||||
for (int i = 0; i < inputs.Length; i++) {
|
||||
if (input == inputs[i]) return i;
|
||||
|
||||
}
|
||||
return -1;
|
||||
}
|
||||
public int GetOutputPortId(NodePort output) {
|
||||
public int GetOutputId(NodePort output) {
|
||||
for (int i = 0; i < outputs.Length; i++) {
|
||||
if (output == outputs[i]) return i;
|
||||
|
||||
@ -43,9 +42,18 @@ public abstract class Node {
|
||||
}
|
||||
|
||||
public NodePort CreateNodeInput(string name, Type type, bool enabled = true) {
|
||||
return new NodePort(name, type, this, enabled);
|
||||
return new NodePort(name, type, this, enabled, NodePort.IO.Input);
|
||||
}
|
||||
public NodePort CreateNodeOutput(string name, Type type, bool enabled = true) {
|
||||
return new NodePort(name, type, this, enabled);
|
||||
return new NodePort(name, type, this, enabled, NodePort.IO.Output);
|
||||
}
|
||||
|
||||
public void ClearConnections() {
|
||||
for (int i = 0; i < inputs.Length; i++) {
|
||||
inputs[i].ClearConnections();
|
||||
}
|
||||
for (int i = 0; i < outputs.Length; i++) {
|
||||
outputs[i].ClearConnections();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@ -1,21 +0,0 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace UNEC {
|
||||
/// <summary> Data travels from Input Node's Output port to Output Node's Input port </summary>
|
||||
public struct NodeConnection {
|
||||
public bool enabled;
|
||||
/// <summary> Data travels from Input Node's Output port to Output Node's Input port </summary>
|
||||
public int inputNodeId, inputPortId, outputNodeId, outputPortId;
|
||||
|
||||
/// <summary> Data travels from Input Node's Output port to Output Node's Input port </summary>
|
||||
public NodeConnection(int inputNodeId, int outputPortId, int outputNodeId, int inputPortId) {
|
||||
this.inputNodeId = inputNodeId;
|
||||
this.outputPortId = outputPortId;
|
||||
this.outputNodeId = outputNodeId;
|
||||
this.inputPortId = inputPortId;
|
||||
enabled = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -1,12 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 1f29a204e0cc2934e8f9cb2010723de9
|
||||
timeCreated: 1505747662
|
||||
licenseType: Free
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@ -2,67 +2,38 @@
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using System;
|
||||
using UNEC;
|
||||
|
||||
/// <summary> Base class for all node graphs </summary>
|
||||
public class NodeGraph {
|
||||
|
||||
public Dictionary<int, Node> nodes = new Dictionary<int, Node>();
|
||||
private List<NodeConnection> connections = new List<NodeConnection>();
|
||||
/// <summary> All nodes in the graph. <para/>
|
||||
/// See: <see cref="AddNode{T}"/> </summary>
|
||||
public List<Node> nodes = new List<Node>();
|
||||
|
||||
public T AddNode<T>() where T : Node {
|
||||
T node = default(T);
|
||||
nodes.Add(GetUniqueID(), node);
|
||||
nodes.Add(node);
|
||||
return node;
|
||||
}
|
||||
|
||||
public Node AddNode(Type type) {
|
||||
Node node = (Node)Activator.CreateInstance(type);
|
||||
if (node == null) return null;
|
||||
nodes.Add(GetUniqueID(), node);
|
||||
if (node == null) {
|
||||
Debug.LogError("Node could node be instanced");
|
||||
return null;
|
||||
}
|
||||
nodes.Add(node);
|
||||
return node;
|
||||
}
|
||||
|
||||
/// <summary> Safely remove a node and all its connections </summary>
|
||||
/// <param name="node"></param>
|
||||
public void RemoveNode(Node node) {
|
||||
int id = GetNodeId(node);
|
||||
if (id != -1) nodes.Remove(id);
|
||||
else Debug.LogWarning("Node " + node.ToString() + " is not part of NodeGraph");
|
||||
}
|
||||
|
||||
public void RemoveNode(int nodeId) {
|
||||
nodes.Remove(nodeId);
|
||||
}
|
||||
|
||||
public int GetNodeId(Node node) {
|
||||
foreach(var kvp in nodes) {
|
||||
if (kvp.Value == node) return kvp.Key;
|
||||
}
|
||||
return -1;
|
||||
}
|
||||
|
||||
public Node GetNode(int nodeId) {
|
||||
if (nodes.ContainsKey(nodeId)) return nodes[nodeId];
|
||||
return null;
|
||||
}
|
||||
|
||||
public void AddConnection(NodePort input, NodePort output) {
|
||||
int inputNodeId = GetNodeId(input.node);
|
||||
int outputPortId = input.node.GetInputPortId(output);
|
||||
|
||||
int outputNodeId = GetNodeId(output.node);
|
||||
int inputPortId = output.node.GetInputPortId(input);
|
||||
|
||||
NodeConnection connection = new NodeConnection(inputNodeId, inputPortId, outputNodeId, outputPortId);
|
||||
}
|
||||
|
||||
private int GetUniqueID() {
|
||||
int id = 0;
|
||||
while (nodes.ContainsKey(id)) id++;
|
||||
return id;
|
||||
node.ClearConnections();
|
||||
nodes.Remove(node);
|
||||
}
|
||||
|
||||
public void Clear() {
|
||||
nodes.Clear();
|
||||
connections.Clear();
|
||||
}
|
||||
}
|
||||
|
||||
@ -4,46 +4,65 @@ using UnityEngine;
|
||||
using System;
|
||||
|
||||
public class NodePort {
|
||||
public enum IO { None, Input, Output}
|
||||
public enum IO { Input, Output}
|
||||
|
||||
public IO direction {
|
||||
get {
|
||||
for (int i = 0; i < node.InputCount; i++) {
|
||||
if (node.GetInput(i) == this) return IO.Input;
|
||||
}
|
||||
for (int i = 0; i < node.OutputCount; i++) {
|
||||
if (node.GetOutput(i) == this) return IO.Output;
|
||||
}
|
||||
return IO.None;
|
||||
}
|
||||
}
|
||||
public int ConnectionCount { get { return connections.Count; } }
|
||||
/// <summary> Return the first connection </summary>
|
||||
public NodePort Connection { get { return connections.Count > 0 ? connections[0] : null; } }
|
||||
/// <summary> Returns a copy of the connections list </summary>
|
||||
public List<NodePort> Connections { get { return new List<NodePort>(connections); } }
|
||||
|
||||
public IO direction { get { return _direction; } }
|
||||
/// <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 Type type { get { return _type; } }
|
||||
public Node node { get; private set; }
|
||||
public string name { get { return _name; } set { _name = value; } }
|
||||
[SerializeField]
|
||||
private string _name;
|
||||
public Type type { get; private set; }
|
||||
[SerializeField]
|
||||
private string _type;
|
||||
public bool enabled { get { return _enabled; } set { _enabled = value; } }
|
||||
[SerializeField]
|
||||
private bool _enabled;
|
||||
|
||||
public NodePort(string name, Type type, Node node, bool enabled) {
|
||||
private Type _type;
|
||||
private List<NodePort> connections = new List<NodePort>();
|
||||
|
||||
[SerializeField] private string _name;
|
||||
[SerializeField] private bool _enabled;
|
||||
[SerializeField] private IO _direction;
|
||||
|
||||
public NodePort(string name, Type type, Node node, bool enabled, IO direction) {
|
||||
_name = name;
|
||||
_enabled = enabled;
|
||||
this.type = type;
|
||||
_type = type.FullName;
|
||||
_type = type;
|
||||
this.node = node;
|
||||
_direction = direction;
|
||||
}
|
||||
|
||||
public NodePort GetConnection() {
|
||||
return null;
|
||||
public void Connect(NodePort port) {
|
||||
if (port == this) { Debug.LogWarning("Attempting to connect port to self."); return; }
|
||||
if (connections.Contains(port)) { Debug.LogWarning("Port already connected."); return; }
|
||||
if (direction == port.direction) { Debug.LogWarning("Cannot connect two " + (direction == IO.Input ? "input" : "output") + " connections"); return; }
|
||||
connections.Add(port);
|
||||
port.connections.Add(this);
|
||||
}
|
||||
public NodePort[] GetConnections() {
|
||||
return null;
|
||||
|
||||
public NodePort GetConnection(int i) {
|
||||
return connections[i];
|
||||
}
|
||||
|
||||
public bool IsConnectedTo(NodePort port) {
|
||||
return connections.Contains(port);
|
||||
}
|
||||
|
||||
public void Disconnect(NodePort port) {
|
||||
connections.Remove(port);
|
||||
port.connections.Remove(this);
|
||||
}
|
||||
|
||||
public void ClearConnections() {
|
||||
for (int i = 0; i < connections.Count; i++) {
|
||||
connections[i].connections.Remove(this);
|
||||
}
|
||||
connections.Clear();
|
||||
}
|
||||
}
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user