using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
using System.Reflection;
using System.Linq;
using System;
/// Base class to derive custom Node editors from. Use this to create your own custom inspectors and editors for your nodes.
[CustomNodeEditor(typeof(Node))]
public class NodeEditor {
public Node target;
public virtual void OnNodeGUI() {
DrawDefaultNodeGUI();
}
/// Draws standard field editors for all public fields
protected void DrawDefaultNodeGUI() {
FieldInfo[] fields = GetInspectorFields(target);
for (int i = 0; i < fields.Length; i++) {
Type fieldType = fields[i].FieldType;
string fieldName = fields[i].Name;
object fieldValue = fields[i].GetValue(target);
object[] fieldAttribs = fields[i].GetCustomAttributes(false);
HeaderAttribute headerAttrib;
if (GetAttrib(fieldAttribs, out headerAttrib)) {
EditorGUILayout.LabelField(headerAttrib.header);
}
EditorGUI.BeginChangeCheck();
if (fieldType == typeof(int)) {
fieldValue = EditorGUILayout.IntField(fieldName, (int)fieldValue);
}
else if (fieldType == typeof(bool)) {
fieldValue = EditorGUILayout.Toggle(fieldName, (bool)fieldValue);
}
else if (fieldType.IsEnum) {
fieldValue = EditorGUILayout.EnumPopup(fieldName, (Enum)fieldValue);
}
else if (fieldType == typeof(string)) {
TextAreaAttribute textAreaAttrib;
if (GetAttrib(fieldAttribs, out textAreaAttrib)) {
fieldValue = EditorGUILayout.TextArea(fieldValue != null ? (string)fieldValue : "");
}
else
fieldValue = EditorGUILayout.TextField(fieldName, fieldValue != null ? (string)fieldValue : "");
}
else if (fieldType == typeof(Rect)) {
if (fieldName == "position") continue;
fieldValue = EditorGUILayout.RectField(fieldName, (Rect)fieldValue);
}
else if (fieldType == typeof(float)) {
fieldValue = EditorGUILayout.FloatField(fieldName, (float)fieldValue);
}
else if (fieldType == typeof(Vector2)) {
fieldValue = EditorGUILayout.Vector2Field(fieldName, (Vector2)fieldValue);
}
else if (fieldType == typeof(Vector3)) {
fieldValue = EditorGUILayout.Vector3Field(new GUIContent(fieldName), (Vector3)fieldValue);
}
else if (fieldType == typeof(Vector4)) {
fieldValue = EditorGUILayout.Vector4Field(fieldName, (Vector4)fieldValue);
}
else if (fieldType == typeof(Color)) {
fieldValue = EditorGUILayout.ColorField(fieldName, (Color)fieldValue);
}
else if (fieldType == typeof(AnimationCurve)) {
AnimationCurve curve = fieldValue != null ? (AnimationCurve)fieldValue : new AnimationCurve();
curve = EditorGUILayout.CurveField(fieldName, curve);
if (fieldValue != curve) fields[i].SetValue(target, curve);
}
else if (fieldType.IsSubclassOf(typeof(UnityEngine.Object)) || fieldType == typeof(UnityEngine.Object)) {
fieldValue = EditorGUILayout.ObjectField(fieldName, (UnityEngine.Object)fieldValue, fieldType, true);
}
if (EditorGUI.EndChangeCheck()) {
fields[i].SetValue(target, fieldValue);
}
}
}
private static FieldInfo[] GetInspectorFields(Node node) {
return node.GetType().GetFields().Where(f => f.IsPublic || f.GetCustomAttributes(typeof(SerializeField),false) != null).ToArray();
}
private static bool GetAttrib(object[] attribs, out T attribOut) where T : Attribute {
for (int i = 0; i < attribs.Length; i++) {
if (attribs[i].GetType() == typeof(T)) {
attribOut = attribs[i] as T;
return true;
}
}
attribOut = null;
return false;
}
}
[AttributeUsage(AttributeTargets.Class)]
public class CustomNodeEditorAttribute : Attribute {
public Type inspectedType;
public CustomNodeEditorAttribute(Type inspectedType) {
this.inspectedType = inspectedType;
}
}