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. 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 (NodeEditorUtilities.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)) { if (fieldName == "name") continue; //Ignore 'name' TextAreaAttribute textAreaAttrib; if (NodeEditorUtilities.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; //Ignore 'position' 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)) { if (fieldName == "graph") continue; //Ignore 'graph' fieldValue = EditorGUILayout.ObjectField(fieldName, (UnityEngine.Object)fieldValue, fieldType, true); } if (EditorGUI.EndChangeCheck()) { fields[i].SetValue(target, fieldValue); } } EditorGUILayout.Space(); } private static FieldInfo[] GetInspectorFields(Node node) { return node.GetType().GetFields().Where(f => f.IsPublic || f.GetCustomAttributes(typeof(SerializeField),false) != null).ToArray(); } } [AttributeUsage(AttributeTargets.Class)] public class CustomNodeEditorAttribute : Attribute { public Type inspectedType { get { return _inspectedType; } } private Type _inspectedType; public string contextMenuName { get { return _contextMenuName; } } private string _contextMenuName; /// Tells a NodeEditor which Node type it is an editor for /// Type that this editor can edit /// Path to the node public CustomNodeEditorAttribute(Type inspectedType, string contextMenuName) { _inspectedType = inspectedType; _contextMenuName = contextMenuName; } }