Fixed missing format arguments for exception * Added missing string format arguments used for exception * Moved duplicate exception message to XNodeRuntimeConstants class * Modified NodeDataCache deserialization exception thrown to be the same format as Node Simplified logic for discovering node types * Simplified the reflection logic used to discover node types by creating a constant array of assembly prefixes to ignore and then checking to see if discovered assembly names begin with those prefixes, and if they do skip checking them for derived node types. Added additional common assembly prefixes that Unity loads into memory that would not contain Node types.
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xNode
Thinking of developing a node-based plugin? Then this is for you. You can download it as an archive and unpack to a new unity project, or connect it as git submodule.
xNode is super userfriendly, intuitive and will help you reap the benefits of node graphs in no time. With a minimal footprint, it is ideal as a base for custom state machines, dialogue systems, decision makers etc.
Key features
- Lightweight in runtime
- Very little boilerplate code
- Strong separation of editor and runtime code
- No runtime reflection (unless you need to edit/build node graphs at runtime. In this case, all reflection is cached.)
- Does not rely on any 3rd party plugins
- Custom node inspector code is very similar to regular custom inspector code
- Supported from Unity 5.3 and up
Wiki
- Getting started - create your very first node node and graph
- Examples branch - look at other small projects
Installing with Unity Package Manager
(Requires Unity version 2018.3.0b7 or above)
To install this project as a Git dependency using the Unity Package Manager,
add the following line to your project's manifest.json:
"com.github.siccity.xnode": "https://github.com/siccity/xNode.git"
You will need to have Git installed and available in your system's PATH.
If you are using Assembly Definitions in your project, you will need to add XNode and/or XNodeEditor as Assembly Definition References.
Node example:
// public classes deriving from Node are registered as nodes for use within a graph
public class MathNode : Node {
// Adding [Input] or [Output] is all you need to do to register a field as a valid port on your node
[Input] public float a;
[Input] public float b;
// The value of an output node field is not used for anything, but could be used for caching output results
[Output] public float result;
[Output] public float sum;
// The value of 'mathType' will be displayed on the node in an editable format, similar to the inspector
public MathType mathType = MathType.Add;
public enum MathType { Add, Subtract, Multiply, Divide}
// GetValue should be overridden to return a value for any specified output port
public override object GetValue(NodePort port) {
// Get new a and b values from input connections. Fallback to field values if input is not connected
float a = GetInputValue<float>("a", this.a);
float b = GetInputValue<float>("b", this.b);
// After you've gotten your input values, you can perform your calculations and return a value
if (port.fieldName == "result")
switch(mathType) {
case MathType.Add: default: return a + b;
case MathType.Subtract: return a - b;
case MathType.Multiply: return a * b;
case MathType.Divide: return a / b;
}
else if (port.fieldName == "sum") return a + b;
else return 0f;
}
}
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