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mirror of https://github.com/Siccity/xNode.git synced 2025-12-20 17:26:02 +08:00
xNode/Scripts/Editor/NodeEditor.cs
Thor Kramer Brigsted ab74f8fd36 OnBodyGUI() remake
Default OnBodyGUI now uses default PropertyFields as suppied by UnityEditor.
This means fields are drawn on nodes the same way as they are drawn in the inspector.
out portPosition has also been moved to a static field. It is set automatically using the NodeEditorGuiLayout methods.
Alternatively, you can alter it manually during your node GUI drawing.
2017-10-31 14:52:10 +01:00

62 lines
2.5 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();
}
protected 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>
protected virtual void OnBodyGUI() {
string[] excludes = { "m_Script", "graph", "position", "inputs", "outputs" };
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;
public string contextMenuName { get { return _contextMenuName; } }
private string _contextMenuName;
/// <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, string contextMenuName) {
_inspectedType = inspectedType;
_contextMenuName = contextMenuName;
}
}