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mirror of https://github.com/Siccity/xNode.git synced 2025-12-21 01:36:03 +08:00
xNode/Scripts/Editor/NodeEditor.cs

59 lines
2.3 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using System.Reflection;
using UnityEditor;
using UnityEngine;
/// <summary> Base class to derive custom Node editors from. Use this to create your own custom inspectors and editors for your nodes. </summary>
public class NodeEditor {
/// <summary> Fires every whenever a node was modified through the editor </summary>
public static Action<Node> onUpdateNode;
public Node target;
public SerializedObject serializedObject;
public static Dictionary<NodePort, Vector2> portPositions;
/// <summary> Draws the node GUI.</summary>
/// <param name="portPositions">Port handle positions need to be returned to the NodeEditorWindow </param>
public void OnNodeGUI() {
OnHeaderGUI();
OnBodyGUI();
}
public void OnHeaderGUI() {
GUI.color = Color.white;
string title = NodeEditorUtilities.PrettifyCamelCase(target.name);
GUILayout.Label(title, NodeEditorResources.styles.nodeHeader, GUILayout.Height(30));
}
/// <summary> Draws standard field editors for all public fields </summary>
public virtual void OnBodyGUI() {
string[] excludes = { "m_Script", "graph", "position", "ports" };
portPositions = new Dictionary<NodePort, Vector2>();
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);
}
}
public virtual int GetWidth() {
return 200;
}
}
[AttributeUsage(AttributeTargets.Class)]
public class CustomNodeEditorAttribute : Attribute {
public Type inspectedType { get { return _inspectedType; } }
private Type _inspectedType;
/// <summary> Tells a NodeEditor which Node type it is an editor for </summary>
/// <param name="inspectedType">Type that this editor can edit</param>
/// <param name="contextMenuName">Path to the node</param>
public CustomNodeEditorAttribute(Type inspectedType) {
_inspectedType = inspectedType;
}
}