using System;
using System.Collections;
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
using XNode;
namespace XNodeEditor {
public interface INodeGraphEditor {
NodeEditorWindow window { get; set; }
Editor editor { get; }
void OnGUI();
void OnOpen();
Texture2D GetGridTexture();
Texture2D GetSecondaryGridTexture();
/// Return default settings for this graph type. This is the settings the user will load if no previous settings have been saved.
NodeEditorPreferences.Settings GetDefaultPreferences();
/// Returns context node menu path. Null or empty strings for hidden nodes.
string GetNodeMenuName(Type type);
/// Add items for the context menu when right-clicking this node. Override to add custom menu items.
void AddContextMenuItems(GenericMenu menu);
Color GetPortColor(XNode.NodePort port);
Color GetTypeColor(Type type);
/// Create a node and save it in the graph asset
XNode.INode CreateNode(Type type, Vector2 position);
/// Creates a copy of the original node in the graph
XNode.INode CopyNode(XNode.INode original);
/// Safely remove a node and all its connections.
void RemoveNode(XNode.INode node);
}
[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;
}
}
}