using System;
using System.Collections.Generic;
using System.Linq;
using UnityEditor;
using UnityEngine;
namespace XNodeEditor {
/// Base class to derive custom Node Graph editors from. Use this to override how graphs are drawn in the editor.
[CustomNodeGraphEditor(typeof(XNode.NodeGraph))]
public class NodeGraphEditor : XNodeEditor.Internal.NodeEditorBase {
[Obsolete("Use window.position instead")]
public Rect position { get { return window.position; } set { window.position = value; } }
/// Are we currently renaming a node?
protected bool isRenaming;
public virtual void OnGUI() { }
/// Called when opened by NodeEditorWindow
public virtual void OnOpen() { }
/// Called when NodeEditorWindow gains focus
public virtual void OnWindowFocus() { }
/// Called when NodeEditorWindow loses focus
public virtual void OnWindowFocusLost() { }
public virtual Texture2D GetGridTexture() {
return NodeEditorPreferences.GetSettings().gridTexture;
}
public virtual Texture2D GetSecondaryGridTexture() {
return NodeEditorPreferences.GetSettings().crossTexture;
}
/// Return default settings for this graph type. This is the settings the user will load if no previous settings have been saved.
public virtual NodeEditorPreferences.Settings GetDefaultPreferences() {
return new NodeEditorPreferences.Settings();
}
/// Returns context node menu path. Null or empty strings for hidden nodes.
public virtual string GetNodeMenuName(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 NodeEditorUtilities.NodeDefaultPath(type);
}
/// The order by which the menu items are displayed.
public virtual int GetNodeMenuOrder(Type type) {
//Check if type has the CreateNodeMenuAttribute
XNode.Node.CreateNodeMenuAttribute attrib;
if (NodeEditorUtilities.GetAttrib(type, out attrib)) // Return custom path
return attrib.order;
else
return 0;
}
/// Add items for the context menu when right-clicking this node. Override to add custom menu items.
public virtual void AddContextMenuItems(GenericMenu menu) {
Vector2 pos = NodeEditorWindow.current.WindowToGridPosition(Event.current.mousePosition);
var nodeTypes = NodeEditorReflection.nodeTypes.OrderBy(type => GetNodeMenuOrder(type)).ToArray();
for (int i = 0; i < nodeTypes.Length; i++) {
Type type = nodeTypes[i];
//Get node context menu path
string path = GetNodeMenuName(type);
if (string.IsNullOrEmpty(path)) continue;
// Check if user is allowed to add more of given node type
XNode.Node.DisallowMultipleNodesAttribute disallowAttrib;
bool disallowed = false;
if (NodeEditorUtilities.GetAttrib(type, out disallowAttrib)) {
int typeCount = target.nodes.Count(x => x.GetType() == type);
if (typeCount >= disallowAttrib.max) disallowed = true;
}
// Add node entry to context menu
if (disallowed) menu.AddItem(new GUIContent(path), false, null);
else menu.AddItem(new GUIContent(path), false, () => {
XNode.Node node = CreateNode(type, pos);
NodeEditorWindow.current.AutoConnect(node);
});
}
menu.AddSeparator("");
if (NodeEditorWindow.copyBuffer != null && NodeEditorWindow.copyBuffer.Length > 0) menu.AddItem(new GUIContent("Paste"), false, () => NodeEditorWindow.current.PasteNodes(pos));
else menu.AddDisabledItem(new GUIContent("Paste"));
menu.AddItem(new GUIContent("Preferences"), false, () => NodeEditorReflection.OpenPreferences());
menu.AddCustomContextMenuItems(target);
}
/// Returned gradient is used to color noodles
/// The output this noodle comes from. Never null.
/// The output this noodle comes from. Can be null if we are dragging the noodle.
public virtual Gradient GetNoodleGradient(XNode.NodePort output, XNode.NodePort input) {
Gradient grad = new Gradient();
// If dragging the noodle, draw solid, slightly transparent
if (input == null) {
Color a = GetTypeColor(output.ValueType);
grad.SetKeys(
new GradientColorKey[] { new GradientColorKey(a, 0f) },
new GradientAlphaKey[] { new GradientAlphaKey(0.6f, 0f) }
);
}
// If normal, draw gradient fading from one input color to the other
else {
Color a = GetTypeColor(output.ValueType);
Color b = GetTypeColor(input.ValueType);
// If any port is hovered, tint white
if (window.hoveredPort == output || window.hoveredPort == input) {
a = Color.Lerp(a, Color.white, 0.8f);
b = Color.Lerp(b, Color.white, 0.8f);
}
grad.SetKeys(
new GradientColorKey[] { new GradientColorKey(a, 0f), new GradientColorKey(b, 1f) },
new GradientAlphaKey[] { new GradientAlphaKey(1f, 0f), new GradientAlphaKey(1f, 1f) }
);
}
return grad;
}
/// Returned float is used for noodle thickness
/// The output this noodle comes from. Never null.
/// The output this noodle comes from. Can be null if we are dragging the noodle.
public virtual float GetNoodleThickness(XNode.NodePort output, XNode.NodePort input) {
return 5f;
}
public virtual NoodlePath GetNoodlePath(XNode.NodePort output, XNode.NodePort input) {
return NodeEditorPreferences.GetSettings().noodlePath;
}
public virtual NoodleStroke GetNoodleStroke(XNode.NodePort output, XNode.NodePort input) {
return NodeEditorPreferences.GetSettings().noodleStroke;
}
/// Returned color is used to color ports
public virtual Color GetPortColor(XNode.NodePort port) {
return GetTypeColor(port.ValueType);
}
/// Returns generated color for a type. This color is editable in preferences
public virtual Color GetTypeColor(Type type) {
return NodeEditorPreferences.GetTypeColor(type);
}
/// Override to display custom tooltips
public virtual string GetPortTooltip(XNode.NodePort port) {
Type portType = port.ValueType;
string tooltip = "";
tooltip = portType.PrettyName();
if (port.IsOutput) {
object obj = port.node.GetValue(port);
tooltip += " = " + (obj != null ? obj.ToString() : "null");
}
return tooltip;
}
/// Deal with objects dropped into the graph through DragAndDrop
public virtual void OnDropObjects(UnityEngine.Object[] objects) {
if (GetType() != typeof(NodeGraphEditor)) Debug.Log("No OnDropObjects override defined for " + GetType());
}
/// Create a node and save it in the graph asset
public virtual XNode.Node CreateNode(Type type, Vector2 position) {
Undo.RecordObject(target, "Create Node");
XNode.Node node = target.AddNode(type);
Undo.RegisterCreatedObjectUndo(node, "Create Node");
node.position = position;
if (node.name == null || node.name.Trim() == "") node.name = NodeEditorUtilities.NodeDefaultName(type);
if (!string.IsNullOrEmpty(AssetDatabase.GetAssetPath(target))) AssetDatabase.AddObjectToAsset(node, target);
if (NodeEditorPreferences.GetSettings().autoSave) AssetDatabase.SaveAssets();
NodeEditorWindow.RepaintAll();
return node;
}
/// Creates a copy of the original node in the graph
public virtual XNode.Node CopyNode(XNode.Node original) {
Undo.RecordObject(target, "Duplicate Node");
XNode.Node node = target.CopyNode(original);
Undo.RegisterCreatedObjectUndo(node, "Duplicate Node");
node.name = original.name;
AssetDatabase.AddObjectToAsset(node, target);
if (NodeEditorPreferences.GetSettings().autoSave) AssetDatabase.SaveAssets();
return node;
}
/// Return false for nodes that can't be removed
public virtual bool CanRemove(XNode.Node node) {
// Check graph attributes to see if this node is required
Type graphType = target.GetType();
XNode.NodeGraph.RequireNodeAttribute[] attribs = Array.ConvertAll(
graphType.GetCustomAttributes(typeof(XNode.NodeGraph.RequireNodeAttribute), true), x => x as XNode.NodeGraph.RequireNodeAttribute);
if (attribs.Any(x => x.Requires(node.GetType()))) {
if (target.nodes.Count(x => x.GetType() == node.GetType()) <= 1) {
return false;
}
}
return true;
}
/// Safely remove a node and all its connections.
public virtual void RemoveNode(XNode.Node node) {
if (!CanRemove(node)) return;
// Remove the node
Undo.RecordObject(node, "Delete Node");
Undo.RecordObject(target, "Delete Node");
foreach (var port in node.Ports)
foreach (var conn in port.GetConnections())
Undo.RecordObject(conn.node, "Delete Node");
target.RemoveNode(node);
Undo.DestroyObjectImmediate(node);
if (NodeEditorPreferences.GetSettings().autoSave) AssetDatabase.SaveAssets();
}
[AttributeUsage(AttributeTargets.Class)]
public class CustomNodeGraphEditorAttribute : Attribute,
XNodeEditor.Internal.NodeEditorBase.INodeEditorAttrib {
private Type inspectedType;
public string editorPrefsKey;
/// Tells a NodeGraphEditor which Graph type it is an editor for
/// Type that this editor can edit
/// Define unique key for unique layout settings instance
public CustomNodeGraphEditorAttribute(Type inspectedType, string editorPrefsKey = "xNode.Settings") {
this.inspectedType = inspectedType;
this.editorPrefsKey = editorPrefsKey;
}
public Type GetInspectedType() {
return inspectedType;
}
}
}
}