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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
namespace Workflow
{
public static class GUIHelper
{
static GUIHelper()
{
}
public static bool DropdownButton(string name, float width)
{
return GUILayout.Button(name, EditorStyles.toolbarDropDown, GUILayout.Width(width));
}
public static void DrawPortHandle(Rect rect, Color backgroundColor, Color typeColor)
{
Color col = GUI.color;
GUI.color = backgroundColor;
GUI.DrawTexture(rect, Res.tex_dot_outer);
GUI.color = typeColor;
GUI.DrawTexture(rect, Res.tex_dot);
GUI.color = col;
}
/// <summary>
/// 从start的右中点到end的左中
/// </summary>
/// <param name="start"></param>
/// <param name="end"></param>
public static void DrawNodeCurve(Rect start, Rect end)
{
Vector3 startPos = new Vector3(start.x + start.width, start.y + start.height / 2, 0);
Vector3 endPos = new Vector3(end.x, end.y + end.height / 2, 0);
Vector3 startTan = startPos + Vector3.right * 50;
Vector3 endTan = endPos + Vector3.left * 50;
Color shadowCol = new Color(0, 0, 0, 0.06f);
for (int i = 0; i < 3; i++) // Draw a shadow
Handles.DrawBezier(startPos, endPos, startTan, endTan, shadowCol, null, (i + 1) * 5);
Handles.DrawBezier(startPos, endPos, startTan, endTan, Color.black, null, 1);
}
}
public static class Utils
{
public static IEnumerable<Type> GetAllSubclassOf(Type parent)
{
foreach (var a in AppDomain.CurrentDomain.GetAssemblies())
foreach (var t in a.GetTypes())
if (t.IsSubclassOf(parent)) yield return t;
}
public static T GetAttribute<T>(Type classType) where T : Attribute
{
T[] attrs = classType.GetCustomAttributes(typeof(T), true) as T[];
if (attrs == null || attrs.Length == 0)
return null;
return attrs[0];
}
}
}
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