mirror of
https://github.com/Siccity/xNode.git
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41 lines
1.4 KiB
C#
41 lines
1.4 KiB
C#
using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Reflection;
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using UnityEngine;
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using XNode;
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using XNodeEditor;
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namespace XNodeInternal {
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/// <summary> Handles caching of custom editor classes and their target types. Accessible with GetEditor(Type type) </summary>
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public class NodeEditorBase<T, A> where A : Attribute, NodeEditorBase<T, A>.INodeEditorAttrib where T : class {
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/// <summary> Custom editors defined with [CustomNodeEditor] </summary>
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private static Dictionary<Type, T> editors;
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public static T GetEditor(Type type) {
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if (type == null) return null;
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if (editors == null) CacheCustomEditors();
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if (editors.ContainsKey(type)) return editors[type];
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//If type isn't found, try base type
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return GetEditor(type.BaseType);
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}
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private static void CacheCustomEditors() {
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editors = new Dictionary<Type, T>();
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//Get all classes deriving from NodeEditor via reflection
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Type[] nodeEditors = NodeEditorWindow.GetDerivedTypes(typeof(T));
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for (int i = 0; i < nodeEditors.Length; i++) {
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var attribs = nodeEditors[i].GetCustomAttributes(typeof(A), false);
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if (attribs == null || attribs.Length == 0) continue;
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if (nodeEditors[i].IsAbstract) continue;
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A attrib = attribs[0] as A;
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editors.Add(attrib.GetInspectedType(), Activator.CreateInstance(nodeEditors[i]) as T);
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}
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}
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public interface INodeEditorAttrib {
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Type GetInspectedType();
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}
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}
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} |