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xNode/Scripts/Editor/NodeGraphEditor.cs

53 lines
2.2 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 Node Graph editors from. Use this to override how graphs are drawn in the editor. </summary>
[CustomNodeGraphEditor(typeof(XNode.NodeGraph))]
public class NodeGraphEditor : XNodeInternal.NodeEditorBase<NodeGraphEditor, NodeGraphEditor.CustomNodeGraphEditorAttribute, XNode.NodeGraph> {
/// <summary> Custom node editors defined with [CustomNodeGraphEditor] </summary>
[NonSerialized] private static Dictionary<Type, NodeGraphEditor> editors;
public virtual Texture2D GetGridTexture() {
return NodeEditorPreferences.gridTexture;
}
public virtual Texture2D GetSecondaryGridTexture() {
return NodeEditorPreferences.crossTexture;
}
/// <summary> Returns context menu path. Returns null if node is not available. </summary>
public virtual string GetNodePath(Type type) {
//Check if type has the CreateNodeMenuAttribute
XNode.Node.CreateNodeMenuAttribute attrib;
if (NodeEditorUtilities.GetAttrib(type, out attrib)) // Return custom path
return attrib.menuName;
else // Return generated path
return ObjectNames.NicifyVariableName(type.ToString().Replace('.', '/'));
}
public virtual Color GetTypeColor(Type type) {
return NodeEditorPreferences.GetTypeColor(type);
}
[AttributeUsage(AttributeTargets.Class)]
public class CustomNodeGraphEditorAttribute : Attribute,
INodeEditorAttrib {
private Type inspectedType;
/// <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 CustomNodeGraphEditorAttribute(Type inspectedType) {
this.inspectedType = inspectedType;
}
public Type GetInspectedType() {
return inspectedType;
}
}
}
}