mirror of
https://github.com/Siccity/xNode.git
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48 lines
2.0 KiB
C#
48 lines
2.0 KiB
C#
using System;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEditor;
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using UnityEngine;
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using XNode;
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namespace XNodeEditor {
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public interface INodeGraphEditor {
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NodeEditorWindow window { get; set; }
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Editor editor { get; }
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void OnGUI();
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void OnOpen();
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Texture2D GetGridTexture();
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Texture2D GetSecondaryGridTexture();
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/// <summary> Return default settings for this graph type. This is the settings the user will load if no previous settings have been saved. </summary>
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NodeEditorPreferences.Settings GetDefaultPreferences();
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/// <summary> Returns context node menu path. Null or empty strings for hidden nodes. </summary>
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string GetNodeMenuName(Type type);
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/// <summary> Add items for the context menu when right-clicking this node. Override to add custom menu items. </summary>
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void AddContextMenuItems(GenericMenu menu);
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Color GetPortColor(XNode.NodePort port);
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Color GetTypeColor(Type type);
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/// <summary> Create a node and save it in the graph asset </summary>
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XNode.INode CreateNode(Type type, Vector2 position);
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/// <summary> Creates a copy of the original node in the graph </summary>
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XNode.INode CopyNode(XNode.INode original);
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/// <summary> Safely remove a node and all its connections. </summary>
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void RemoveNode(XNode.INode node);
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}
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[AttributeUsage(AttributeTargets.Class)]
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public class CustomNodeGraphEditorAttribute : Attribute, XNodeEditor.Internal.INodeEditorAttrib {
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private Type inspectedType;
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public string editorPrefsKey;
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/// <summary> Tells a NodeGraphEditor which Graph type it is an editor for </summary>
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/// <param name="inspectedType">Type that this editor can edit</param>
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/// <param name="editorPrefsKey">Define unique key for unique layout settings instance</param>
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public CustomNodeGraphEditorAttribute(Type inspectedType, string editorPrefsKey = "xNode.Settings") {
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this.inspectedType = inspectedType;
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this.editorPrefsKey = editorPrefsKey;
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}
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public Type GetInspectedType() {
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return inspectedType;
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}
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}
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} |