using System;
using System.Collections.Generic;
using System.Linq;
using UnityEditor;
using UnityEngine;
namespace XNodeEditor {
/// Base class to derive custom Node Graph editors from. Use this to override how graphs are drawn in the editor.
[CustomNodeGraphEditor(typeof(XNode.NodeGraph))]
public class NodeGraphEditor : XNodeEditor.Internal.NodeEditorBase {
/// Custom node editors defined with [CustomNodeGraphEditor]
[NonSerialized] private static Dictionary editors;
protected bool isRenaming;
public virtual Texture2D GetGridTexture() {
return NodeEditorPreferences.GetSettings().gridTexture;
}
public virtual Texture2D GetSecondaryGridTexture() {
return NodeEditorPreferences.GetSettings().crossTexture;
}
/// Return default settings for this graph type. This is the settings the user will load if no previous settings have been saved.
public virtual NodeEditorPreferences.Settings GetDefaultPreferences() {
return new NodeEditorPreferences.Settings();
}
/// Returns context menu path. Returns null if node is not available.
public virtual string GetNodePath(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 ObjectNames.NicifyVariableName(type.ToString().Replace('.', '/'));
}
public virtual Color GetTypeColor(Type type) {
return NodeEditorPreferences.GetTypeColor(type);
}
/// Creates a copy of the original node in the graph
public XNode.Node CopyNode(XNode.Node original) {
XNode.Node node = target.CopyNode(original);
node.name = original.name;
AssetDatabase.AddObjectToAsset(node, target);
AssetDatabase.SaveAssets();
return node;
}
/// Safely remove a node and all its connections.
public void RemoveNode(XNode.Node node) {
UnityEngine.Object.DestroyImmediate(node, true);
target.RemoveNode(node);
AssetDatabase.SaveAssets();
}
[AttributeUsage(AttributeTargets.Class)]
public class CustomNodeGraphEditorAttribute : Attribute,
XNodeEditor.Internal.NodeEditorBase.INodeEditorAttrib {
private Type inspectedType;
public string editorPrefsKey;
/// Tells a NodeGraphEditor which Graph type it is an editor for
/// Type that this editor can edit
/// Define unique key for unique layout settings instance
public CustomNodeGraphEditorAttribute(Type inspectedType, string editorPrefsKey = "xNode.Settings") {
this.inspectedType = inspectedType;
this.editorPrefsKey = editorPrefsKey;
}
public Type GetInspectedType() {
return inspectedType;
}
}
}
}