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xNode/Scripts/Editor/NodeGraphEditor.cs
Thor Brigsted aeeeb74290 WIP
2019-07-24 14:37:51 +02:00

130 lines
5.9 KiB
C#

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