mirror of
https://github.com/Siccity/xNode.git
synced 2025-12-20 01:06:01 +08:00
115 lines
5.4 KiB
C#
115 lines
5.4 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using UnityEditor;
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using UnityEngine;
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namespace XNodeEditor {
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/// <summary> Base class to derive custom Node Graph editors from. Use this to override how graphs are drawn in the editor. </summary>
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[CustomNodeGraphEditor(typeof(XNode.NodeGraph))]
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public class NodeGraphEditor : XNodeEditor.Internal.NodeEditorBase<NodeGraphEditor, NodeGraphEditor.CustomNodeGraphEditorAttribute, XNode.NodeGraph> {
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[Obsolete("Use window.position instead")]
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public Rect position { get { return window.position; } set { window.position = value; } }
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/// <summary> Are we currently renaming a node? </summary>
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protected bool isRenaming;
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public virtual void OnGUI() { }
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/// <summary> Called when opened by NodeEditorWindow </summary>
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public virtual void OnOpen() { }
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public virtual Texture2D GetGridTexture() {
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return NodeEditorPreferences.GetSettings().gridTexture;
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}
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public virtual Texture2D GetSecondaryGridTexture() {
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return NodeEditorPreferences.GetSettings().crossTexture;
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}
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/// <summary> Return default settings for this graph type. This is the settings the user will load if no previous settings have been saved. </summary>
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public virtual NodeEditorPreferences.Settings GetDefaultPreferences() {
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return new NodeEditorPreferences.Settings();
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}
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/// <summary> Returns context node menu path. Null or empty strings for hidden nodes. </summary>
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public virtual string GetNodeMenuName(Type type) {
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//Check if type has the CreateNodeMenuAttribute
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XNode.Node.CreateNodeMenuAttribute attrib;
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if (NodeEditorUtilities.GetAttrib(type, out attrib)) // Return custom path
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return attrib.menuName;
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else // Return generated path
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return ObjectNames.NicifyVariableName(type.ToString().Replace('.', '/'));
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}
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/// <summary> Add items for the context menu when right-clicking this node. Override to add custom menu items. </summary>
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public virtual void AddContextMenuItems(GenericMenu menu) {
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Vector2 pos = NodeEditorWindow.current.WindowToGridPosition(Event.current.mousePosition);
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for (int i = 0; i < NodeEditorWindow.nodeTypes.Length; i++) {
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Type type = NodeEditorWindow.nodeTypes[i];
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//Get node context menu path
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string path = GetNodeMenuName(type);
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if (string.IsNullOrEmpty(path)) continue;
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menu.AddItem(new GUIContent(path), false, () => {
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CreateNode(type, pos);
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});
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}
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menu.AddSeparator("");
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menu.AddItem(new GUIContent("Preferences"), false, () => NodeEditorWindow.OpenPreferences());
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NodeEditorWindow.AddCustomContextMenuItems(menu, target);
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}
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public virtual Color GetPortColor(XNode.NodePort port) {
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return GetTypeColor(port.ValueType);
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}
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public virtual Color GetTypeColor(Type type) {
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return NodeEditorPreferences.GetTypeColor(type);
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}
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/// <summary> Create a node and save it in the graph asset </summary>
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public virtual void CreateNode(Type type, Vector2 position) {
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XNode.Node node = target.AddNode(type);
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node.position = position;
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if (string.IsNullOrEmpty(node.name)) node.name = UnityEditor.ObjectNames.NicifyVariableName(type.Name);
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AssetDatabase.AddObjectToAsset(node, target);
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if (NodeEditorPreferences.GetSettings().autoSave) AssetDatabase.SaveAssets();
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NodeEditorWindow.RepaintAll();
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}
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/// <summary> Creates a copy of the original node in the graph </summary>
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public XNode.Node CopyNode(XNode.Node original) {
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XNode.Node node = target.CopyNode(original);
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node.name = original.name;
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AssetDatabase.AddObjectToAsset(node, target);
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if (NodeEditorPreferences.GetSettings().autoSave) AssetDatabase.SaveAssets();
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return node;
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}
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/// <summary> Safely remove a node and all its connections. </summary>
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public void RemoveNode(XNode.Node node) {
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UnityEngine.Object.DestroyImmediate(node, true);
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target.RemoveNode(node);
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if (NodeEditorPreferences.GetSettings().autoSave) AssetDatabase.SaveAssets();
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}
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[AttributeUsage(AttributeTargets.Class)]
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public class CustomNodeGraphEditorAttribute : Attribute,
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XNodeEditor.Internal.NodeEditorBase<NodeGraphEditor, NodeGraphEditor.CustomNodeGraphEditorAttribute, XNode.NodeGraph>.INodeEditorAttrib {
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private Type inspectedType;
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public string editorPrefsKey;
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/// <summary> Tells a NodeGraphEditor which Graph type it is an editor for </summary>
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/// <param name="inspectedType">Type that this editor can edit</param>
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/// <param name="editorPrefsKey">Define unique key for unique layout settings instance</param>
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public CustomNodeGraphEditorAttribute(Type inspectedType, string editorPrefsKey = "xNode.Settings") {
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this.inspectedType = inspectedType;
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this.editorPrefsKey = editorPrefsKey;
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}
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public Type GetInspectedType() {
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return inspectedType;
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}
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}
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}
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} |