using UnityEngine; using UnityEditor; using System; public static class NodeEditorResources { 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 dot { get { return _dot != null ? _dot : _dot = Resources.Load("dot"); } } private static Texture2D _dot; public static Texture2D dotOuter { get { return _dotOuter != null ? _dotOuter : _dotOuter = Resources.Load("dot_outer"); } } private static Texture2D _dotOuter; 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 { get { return _styles != null ? _styles : _styles = new Styles(); } } public static Styles _styles = null; public class Styles { public GUIStyle inputStyle, outputStyle; public Styles() { GUIStyle baseStyle = new GUIStyle("Label"); baseStyle.fixedHeight = 18; inputStyle = new GUIStyle(baseStyle); inputStyle.alignment = TextAnchor.UpperLeft; inputStyle.padding.left = 10; outputStyle = new GUIStyle(baseStyle); outputStyle.alignment = TextAnchor.UpperRight; outputStyle.padding.right = 10; } } 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; } }