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authorchai <chaifix@163.com>2022-06-28 09:40:37 +0800
committerchai <chaifix@163.com>2022-06-28 09:40:37 +0800
commit49b25e755b70ec412feaaf0b898d6f7e09d2bea6 (patch)
tree3c5f4260f30d1c2d7196db93153700d7ddec3157 /Other/NodeEditorExamples/Assets/xNode-examples/Scripts/Editor/NodeEditor.cs
parentc92269331692feca2c276649f6c4ee8911f1f859 (diff)
+node example
Diffstat (limited to 'Other/NodeEditorExamples/Assets/xNode-examples/Scripts/Editor/NodeEditor.cs')
-rw-r--r--Other/NodeEditorExamples/Assets/xNode-examples/Scripts/Editor/NodeEditor.cs159
1 files changed, 159 insertions, 0 deletions
diff --git a/Other/NodeEditorExamples/Assets/xNode-examples/Scripts/Editor/NodeEditor.cs b/Other/NodeEditorExamples/Assets/xNode-examples/Scripts/Editor/NodeEditor.cs
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+++ b/Other/NodeEditorExamples/Assets/xNode-examples/Scripts/Editor/NodeEditor.cs
@@ -0,0 +1,159 @@
+using System;
+using System.Collections.Generic;
+using System.Linq;
+using UnityEditor;
+using UnityEngine;
+#if ODIN_INSPECTOR
+using Sirenix.OdinInspector.Editor;
+using Sirenix.Utilities;
+using Sirenix.Utilities.Editor;
+#endif
+
+namespace XNodeEditor {
+ /// <summary> Base class to derive custom Node editors from. Use this to create your own custom inspectors and editors for your nodes. </summary>
+ [CustomNodeEditor(typeof(XNode.Node))]
+ public class NodeEditor : XNodeEditor.Internal.NodeEditorBase<NodeEditor, NodeEditor.CustomNodeEditorAttribute, XNode.Node> {
+
+ private readonly Color DEFAULTCOLOR = new Color32(90, 97, 105, 255);
+
+ /// <summary> Fires every whenever a node was modified through the editor </summary>
+ public static Action<XNode.Node> onUpdateNode;
+ public readonly static Dictionary<XNode.NodePort, Vector2> portPositions = new Dictionary<XNode.NodePort, Vector2>();
+
+#if ODIN_INSPECTOR
+ protected internal static bool inNodeEditor = false;
+#endif
+
+ public virtual void OnHeaderGUI() {
+ GUILayout.Label(target.name, NodeEditorResources.styles.nodeHeader, GUILayout.Height(30));
+ }
+
+ /// <summary> Draws standard field editors for all public fields </summary>
+ public virtual void OnBodyGUI() {
+#if ODIN_INSPECTOR
+ inNodeEditor = true;
+#endif
+
+ // Unity specifically requires this to save/update any serial object.
+ // serializedObject.Update(); must go at the start of an inspector gui, and
+ // serializedObject.ApplyModifiedProperties(); goes at the end.
+ serializedObject.Update();
+ string[] excludes = { "m_Script", "graph", "position", "ports" };
+
+#if ODIN_INSPECTOR
+ InspectorUtilities.BeginDrawPropertyTree(objectTree, true);
+ GUIHelper.PushLabelWidth(84);
+ objectTree.Draw(true);
+ InspectorUtilities.EndDrawPropertyTree(objectTree);
+ GUIHelper.PopLabelWidth();
+#else
+
+ // Iterate through serialized properties and draw them like the Inspector (But with ports)
+ SerializedProperty iterator = serializedObject.GetIterator();
+ bool enterChildren = true;
+ while (iterator.NextVisible(enterChildren)) {
+ enterChildren = false;
+ if (excludes.Contains(iterator.name)) continue;
+ NodeEditorGUILayout.PropertyField(iterator, true);
+ }
+#endif
+
+ // Iterate through dynamic ports and draw them in the order in which they are serialized
+ foreach (XNode.NodePort dynamicPort in target.DynamicPorts) {
+ if (NodeEditorGUILayout.IsDynamicPortListPort(dynamicPort)) continue;
+ NodeEditorGUILayout.PortField(dynamicPort);
+ }
+
+ serializedObject.ApplyModifiedProperties();
+
+#if ODIN_INSPECTOR
+ // Call repaint so that the graph window elements respond properly to layout changes coming from Odin
+ if (GUIHelper.RepaintRequested) {
+ GUIHelper.ClearRepaintRequest();
+ window.Repaint();
+ }
+#endif
+
+#if ODIN_INSPECTOR
+ inNodeEditor = false;
+#endif
+ }
+
+ public virtual int GetWidth() {
+ Type type = target.GetType();
+ int width;
+ if (type.TryGetAttributeWidth(out width)) return width;
+ else return 208;
+ }
+
+ /// <summary> Returns color for target node </summary>
+ public virtual Color GetTint() {
+ // Try get color from [NodeTint] attribute
+ Type type = target.GetType();
+ Color color;
+ if (type.TryGetAttributeTint(out color)) return color;
+ // Return default color (grey)
+ else return DEFAULTCOLOR;
+ }
+
+ public virtual GUIStyle GetBodyStyle() {
+ return NodeEditorResources.styles.nodeBody;
+ }
+
+ public virtual GUIStyle GetBodyHighlightStyle() {
+ return NodeEditorResources.styles.nodeHighlight;
+ }
+
+ /// <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) {
+ bool canRemove = true;
+ // Actions if only one node is selected
+ if (Selection.objects.Length == 1 && Selection.activeObject is XNode.Node) {
+ XNode.Node node = Selection.activeObject as XNode.Node;
+ menu.AddItem(new GUIContent("Move To Top"), false, () => NodeEditorWindow.current.MoveNodeToTop(node));
+ menu.AddItem(new GUIContent("Rename"), false, NodeEditorWindow.current.RenameSelectedNode);
+
+ canRemove = NodeGraphEditor.GetEditor(node.graph, NodeEditorWindow.current).CanRemove(node);
+ }
+
+ // Add actions to any number of selected nodes
+ menu.AddItem(new GUIContent("Copy"), false, NodeEditorWindow.current.CopySelectedNodes);
+ menu.AddItem(new GUIContent("Duplicate"), false, NodeEditorWindow.current.DuplicateSelectedNodes);
+
+ if (canRemove) menu.AddItem(new GUIContent("Remove"), false, NodeEditorWindow.current.RemoveSelectedNodes);
+ else menu.AddItem(new GUIContent("Remove"), false, null);
+
+ // Custom sctions if only one node is selected
+ if (Selection.objects.Length == 1 && Selection.activeObject is XNode.Node) {
+ XNode.Node node = Selection.activeObject as XNode.Node;
+ menu.AddCustomContextMenuItems(node);
+ }
+ }
+
+ /// <summary> Rename the node asset. This will trigger a reimport of the node. </summary>
+ public void Rename(string newName) {
+ if (newName == null || newName.Trim() == "") newName = NodeEditorUtilities.NodeDefaultName(target.GetType());
+ target.name = newName;
+ OnRename();
+ AssetDatabase.ImportAsset(AssetDatabase.GetAssetPath(target));
+ }
+
+ /// <summary> Called after this node's name has changed. </summary>
+ public virtual void OnRename() { }
+
+ [AttributeUsage(AttributeTargets.Class)]
+ public class CustomNodeEditorAttribute : Attribute,
+ XNodeEditor.Internal.NodeEditorBase<NodeEditor, NodeEditor.CustomNodeEditorAttribute, XNode.Node>.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>
+ public CustomNodeEditorAttribute(Type inspectedType) {
+ this.inspectedType = inspectedType;
+ }
+
+ public Type GetInspectedType() {
+ return inspectedType;
+ }
+ }
+ }
+} \ No newline at end of file