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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.UI;
using XNode.Examples.MathNodes;
namespace XNode.Examples.RuntimeMathNodes {
public class RuntimeMathGraph : MonoBehaviour, IPointerClickHandler {
[Header("Graph")]
public MathGraph graph;
[Header("Prefabs")]
public XNode.Examples.RuntimeMathNodes.UGUIMathNode runtimeMathNodePrefab;
public XNode.Examples.RuntimeMathNodes.UGUIVector runtimeVectorPrefab;
public XNode.Examples.RuntimeMathNodes.UGUIDisplayValue runtimeDisplayValuePrefab;
public XNode.Examples.RuntimeMathNodes.Connection runtimeConnectionPrefab;
[Header("References")]
public UGUIContextMenu graphContextMenu;
public UGUIContextMenu nodeContextMenu;
public UGUITooltip tooltip;
public ScrollRect scrollRect { get; private set; }
private List<UGUIMathBaseNode> nodes;
private void Awake() {
// Create a clone so we don't modify the original asset
graph = graph.Copy() as MathGraph;
scrollRect = GetComponentInChildren<ScrollRect>();
graphContextMenu.onClickSpawn -= SpawnNode;
graphContextMenu.onClickSpawn += SpawnNode;
}
private void Start() {
SpawnGraph();
}
public void Refresh() {
Clear();
SpawnGraph();
}
public void Clear() {
for (int i = nodes.Count - 1; i >= 0; i--) {
Destroy(nodes[i].gameObject);
}
nodes.Clear();
}
public void SpawnGraph() {
if (nodes != null) nodes.Clear();
else nodes = new List<UGUIMathBaseNode>();
for (int i = 0; i < graph.nodes.Count; i++) {
Node node = graph.nodes[i];
UGUIMathBaseNode runtimeNode = null;
if (node is XNode.Examples.MathNodes.MathNode) {
runtimeNode = Instantiate(runtimeMathNodePrefab);
} else if (node is XNode.Examples.MathNodes.Vector) {
runtimeNode = Instantiate(runtimeVectorPrefab);
} else if (node is XNode.Examples.MathNodes.DisplayValue) {
runtimeNode = Instantiate(runtimeDisplayValuePrefab);
}
runtimeNode.transform.SetParent(scrollRect.content);
runtimeNode.node = node;
runtimeNode.graph = this;
nodes.Add(runtimeNode);
}
}
public UGUIMathBaseNode GetRuntimeNode(Node node) {
for (int i = 0; i < nodes.Count; i++) {
if (nodes[i].node == node) {
return nodes[i];
} else { }
}
return null;
}
public void SpawnNode(Type type, Vector2 position) {
Node node = graph.AddNode(type);
node.name = type.Name;
node.position = position;
Refresh();
}
public void OnPointerClick(PointerEventData eventData) {
if (eventData.button != PointerEventData.InputButton.Right)
return;
graphContextMenu.OpenAt(eventData.position);
}
}
}
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