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mirror of https://github.com/Siccity/xNode.git synced 2025-12-20 01:06:01 +08:00
xNode/Scripts/Editor/NodeEditorResources.cs
2017-09-19 00:15:17 +02:00

103 lines
4.8 KiB
C#

using UnityEngine;
using UnityEditor;
using System;
namespace UNEC {
public static class NodeEditorResources {
public static Texture2D gridTexture { get { return _gridTexture != null ? _gridTexture : _gridTexture = GenerateGridTexture(); } }
private static Texture2D _gridTexture;
public static Texture2D crossTexture { get { return _crossTexture != null ? _crossTexture : _crossTexture = GenerateCrossTexture(); } }
private static Texture2D _crossTexture;
private static Color backgroundColor = new Color(0.18f, 0.18f, 0.18f);
private static Color veinColor = new Color(0.25f, 0.25f, 0.25f);
private static Color arteryColor = new Color(0.34f, 0.34f, 0.34f);
private static Color crossColor = new Color(0.45f, 0.45f, 0.45f);
public static Styles styles = new Styles();
public class Styles {
GUIStyle inputInt, inputString, inputFloat, inputObject, inputTexture, inputColor;
GUIStyle outputInt, outputString, outputFloat, outputObject, outputTexture, outputColor;
public Styles() {
inputObject = new GUIStyle((GUIStyle)"flow shader in 0");
inputString = new GUIStyle((GUIStyle)"flow shader in 1");
inputInt = new GUIStyle((GUIStyle)"flow shader in 2");
inputFloat = new GUIStyle((GUIStyle)"flow shader in 3");
inputColor = new GUIStyle((GUIStyle)"flow shader in 4");
inputTexture = new GUIStyle((GUIStyle)"flow shader in 5");
outputObject = new GUIStyle((GUIStyle)"flow shader out 0");
outputString = new GUIStyle((GUIStyle)"flow shader out 1");
outputInt = new GUIStyle((GUIStyle)"flow shader out 2");
outputFloat = new GUIStyle((GUIStyle)"flow shader out 3");
outputColor = new GUIStyle((GUIStyle)"flow shader out 4");
outputTexture = new GUIStyle((GUIStyle)"flow shader out 5");
foreach (GUIStyle style in new GUIStyle[] { inputInt, inputString, inputFloat, inputObject, inputTexture, inputColor, outputInt, outputString, outputFloat, outputObject, outputTexture, outputColor }) {
style.normal.textColor = Color.black;
style.fixedHeight = 18;
style.alignment = TextAnchor.MiddleLeft;
style.onHover.textColor = Color.red;
}
}
public GUIStyle GetInputStyle(Type type) {
if (type == typeof(int)) return inputInt;
else if (type == typeof(string)) return inputString;
else if (type == typeof(Texture2D)) return inputTexture;
else if (type == typeof(float)) return inputFloat;
else if (type == typeof(Color)) return inputColor;
else return inputObject;
}
public GUIStyle GetOutputStyle(Type type) {
if (type == typeof(int)) return outputInt;
else if (type == typeof(string)) return outputString;
else if (type == typeof(Texture2D)) return outputTexture;
else if (type == typeof(float)) return outputFloat;
else if (type == typeof(Color)) return outputColor;
else return outputObject;
}
}
public static Texture2D GenerateGridTexture() {
Texture2D tex = new Texture2D(64,64);
Color[] cols = new Color[64 * 64];
for (int y = 0; y < 64; y++) {
for (int x = 0; x < 64; x++) {
Color col = backgroundColor;
if (y % 16 == 0 || x % 16 == 0) col = veinColor;
if (y == 63 || x == 63) col = arteryColor;
cols[(y * 64) + x] = col;
}
}
tex.SetPixels(cols);
tex.wrapMode = TextureWrapMode.Repeat;
tex.filterMode = FilterMode.Bilinear;
tex.name = "Grid";
tex.Apply();
return tex;
}
public static Texture2D GenerateCrossTexture() {
Texture2D tex = new Texture2D(64, 64);
Color[] cols = new Color[64 * 64];
for (int y = 0; y < 64; y++) {
for (int x = 0; x < 64; x++) {
Color col = crossColor;
if (y != 31 && x != 31) col.a = 0;
cols[(y * 64) + x] = col;
}
}
tex.SetPixels(cols);
tex.wrapMode = TextureWrapMode.Clamp;
tex.filterMode = FilterMode.Bilinear;
tex.name = "Grid";
tex.Apply();
return tex;
}
}
}