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;
}
}
}
}