using System;
using System.Collections.Generic;
using System.Linq;
using UnityEditor;
using UnityEngine;
namespace XNodeEditor {
/// Base class to derive custom Node editors from. Use this to create your own custom inspectors and editors for your nodes.
[CustomNodeEditor(typeof(XNode.Node))]
public class NodeEditor : XNodeEditor.Internal.NodeEditorBase {
/// Fires every whenever a node was modified through the editor
public static Action onUpdateNode;
public static Dictionary portPositions;
public static int renaming;
/// Draws the node GUI.
/// Port handle positions need to be returned to the NodeEditorWindow
public void OnNodeGUI() {
OnHeaderGUI();
OnBodyGUI();
}
public virtual void OnHeaderGUI() {
string title = target.name;
if (renaming != 0 && Selection.Contains(target)) {
int controlID = EditorGUIUtility.GetControlID(FocusType.Keyboard) + 1;
if (renaming == 1) {
EditorGUIUtility.keyboardControl = controlID;
EditorGUIUtility.editingTextField = true;
renaming = 2;
}
target.name = EditorGUILayout.TextField(target.name, NodeEditorResources.styles.nodeHeader, GUILayout.Height(30));
if (!EditorGUIUtility.editingTextField) {
Rename(target.name);
renaming = 0;
}
} else {
GUILayout.Label(title, NodeEditorResources.styles.nodeHeader, GUILayout.Height(30));
}
}
/// Draws standard field editors for all public fields
public virtual void OnBodyGUI() {
// Unity specifically requires this to save/update any serial object.
// serializedObject.Update(); must go at the start of an inspector gui, and
// serializedObject.ApplyModifiedProperties(); goes at the end.
serializedObject.Update();
string[] excludes = { "m_Script", "graph", "position", "ports" };
portPositions = new Dictionary();
SerializedProperty iterator = serializedObject.GetIterator();
bool enterChildren = true;
EditorGUIUtility.labelWidth = 84;
while (iterator.NextVisible(enterChildren)) {
enterChildren = false;
if (excludes.Contains(iterator.name)) continue;
NodeEditorGUILayout.PropertyField(iterator, true);
}
serializedObject.ApplyModifiedProperties();
}
public virtual int GetWidth() {
Type type = target.GetType();
if (NodeEditorWindow.nodeWidth.ContainsKey(type)) return NodeEditorWindow.nodeWidth[type];
else return 208;
}
public virtual Color GetTint() {
Type type = target.GetType();
if (NodeEditorWindow.nodeTint.ContainsKey(type)) return NodeEditorWindow.nodeTint[type];
else return Color.white;
}
public void InitiateRename() {
renaming = 1;
}
public void Rename(string newName) {
target.name = newName;
AssetDatabase.ImportAsset(AssetDatabase.GetAssetPath(target));
}
[AttributeUsage(AttributeTargets.Class)]
public class CustomNodeEditorAttribute : Attribute,
XNodeEditor.Internal.NodeEditorBase.INodeEditorAttrib {
private Type inspectedType;
/// 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) {
this.inspectedType = inspectedType;
}
public Type GetInspectedType() {
return inspectedType;
}
}
}
}