using System; using System.Collections; using System.Collections.Generic; using System.Reflection; using UnityEngine; using XNode; using XNodeEditor; namespace XNodeInternal { /// Handles caching of custom editor classes and their target types. Accessible with GetEditor(Type type) public class NodeEditorBase where A : Attribute, NodeEditorBase.INodeEditorAttrib where T : class { /// Custom editors defined with [CustomNodeEditor] private static Dictionary editors; public static T GetEditor(Type type) { if (type == null) return null; if (editors == null) CacheCustomEditors(); if (editors.ContainsKey(type)) return editors[type]; //If type isn't found, try base type return GetEditor(type.BaseType); } private static void CacheCustomEditors() { editors = new Dictionary(); //Get all classes deriving from NodeEditor via reflection Type[] nodeEditors = NodeEditorWindow.GetDerivedTypes(typeof(T)); for (int i = 0; i < nodeEditors.Length; i++) { var attribs = nodeEditors[i].GetCustomAttributes(typeof(A), false); if (attribs == null || attribs.Length == 0) continue; if (nodeEditors[i].IsAbstract) continue; A attrib = attribs[0] as A; editors.Add(attrib.GetInspectedType(), Activator.CreateInstance(nodeEditors[i]) as T); } } public interface INodeEditorAttrib { Type GetInspectedType(); } } }