using System; using System.Collections.Generic; using System.Linq; using UnityEditor; using UnityEngine; using XNode; namespace XNodeEditor { /// Base class to derive custom NodeGraph editors from. Use this to override how graphs are drawn in the editor. [CustomNodeGraphEditor(typeof(XNode.NodeGraph))] public class NodeGraphEditor : XNodeEditor.Internal.NodeEditorBase, ICustomEditor, INodeGraphEditor { INodeGraph INodeGraphEditor.target { get { return base.target; } } [Obsolete("Use window.position instead")] public Rect position { get { return window.position; } set { window.position = value; } } INodeGraph ICustomEditor.Target { get { return target as INodeGraph; } } SerializedObject ICustomEditor.SerializedObject { get { return serializedObject; } } /// Are we currently renaming a node? protected bool isRenaming; public virtual void OnGUI() { } /// Called when opened by NodeEditorWindow public virtual void OnOpen() { } 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 node menu path. Null or empty strings for hidden nodes. public virtual string GetNodeMenuName(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('.', '/')); } /// Add items for the context menu when right-clicking this node. Override to add custom menu items. public virtual void AddContextMenuItems(GenericMenu menu) { Vector2 pos = NodeEditorWindow.current.WindowToGridPosition(Event.current.mousePosition); for (int i = 0; i < NodeEditorWindow.nodeTypes.Length; i++) { Type type = NodeEditorWindow.nodeTypes[i]; //Get node context menu path string path = GetNodeMenuName(type); if (string.IsNullOrEmpty(path)) continue; menu.AddItem(new GUIContent(path), false, () => { CreateNode(type, pos); }); } menu.AddSeparator(""); menu.AddItem(new GUIContent("Preferences"), false, () => NodeEditorWindow.OpenPreferences()); NodeEditorWindow.AddCustomContextMenuItems(menu, target); } public virtual Color GetPortColor(XNode.NodePort port) { return GetTypeColor(port.ValueType); } public virtual Color GetTypeColor(Type type) { return NodeEditorPreferences.GetTypeColor(type); } /// Create a node and save it in the graph asset public virtual XNode.INode CreateNode(Type type, Vector2 position) { XNode.INode node = ((INodeGraph) target).AddNode(type); node.Position = position; if (string.IsNullOrEmpty(node.Name)) node.Name = UnityEditor.ObjectNames.NicifyVariableName(type.Name); if (node is ScriptableObject) AssetDatabase.AddObjectToAsset(node as ScriptableObject, target); if (NodeEditorPreferences.GetSettings().autoSave) AssetDatabase.SaveAssets(); NodeEditorWindow.RepaintAll(); return node; } /// Creates a copy of the original node in the graph public virtual XNode.INode CopyNode(XNode.INode original) { XNode.INode node = ((INodeGraph) target).CopyNode(original); node.Name = original.Name; if (node is ScriptableObject) AssetDatabase.AddObjectToAsset(node as ScriptableObject, target); if (NodeEditorPreferences.GetSettings().autoSave) AssetDatabase.SaveAssets(); return node; } /// Safely remove a node and all its connections. public void RemoveNode(XNode.INode node) { UnityEngine.Object.DestroyImmediate(node as UnityEngine.Object, true); ((INodeGraph) target).RemoveNode(node); if (NodeEditorPreferences.GetSettings().autoSave) AssetDatabase.SaveAssets(); } [AttributeUsage(AttributeTargets.Class)] public class CustomNodeGraphEditorAttribute : Attribute, XNodeEditor.Internal.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; } } } }