using System;
using System.Collections.Generic;
using System.Linq;
using System.Reflection;
using UnityEditor;
using UnityEngine;
using XNode;
#if ODIN_INSPECTOR
using Sirenix.OdinInspector.Editor;
using Sirenix.Utilities;
using Sirenix.Utilities.Editor;
#endif
namespace XNodeEditor
{
/// Base class to derive custom Node editors from. Use this to create your own custom inspectors and editors for your nodes.
[CustomNodeEditor(typeof(XNode.Node))]
public class NodeEditor : XNodeEditor.Internal.NodeEditorBase
{
private readonly Color DEFAULTCOLOR = new Color32(90, 97, 105, 255);
/// Fires every whenever a node was modified through the editor
public static Action onUpdateNode;
public readonly static Dictionary portPositions = new Dictionary();
#if ODIN_INSPECTOR
protected internal static bool inNodeEditor = false;
#endif
public virtual void OnHeaderGUI()
{
GUILayout.Label(target.name, NodeEditorResources.styles.nodeHeader, GUILayout.Height(30));
}
/// Draws standard field editors for all public fields
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
Node.CreateNodeMenuAttribute createNodeMenuAttribute = this.target.GetType().GetCustomAttribute(typeof(Node.CreateNodeMenuAttribute)) as Node.CreateNodeMenuAttribute;
if (createNodeMenuAttribute != null)
{
if (GUILayout.Button("帮助"))
{
if (EditorUtility.DisplayDialog("帮助", createNodeMenuAttribute.tooltip, "确定")) //显示对话框
{
}
}
}
// Iterate through serialized properties and draw them like the Inspector (But with ports)
SerializedProperty iterator = serializedObject.GetIterator();
XNode.Node rootNode = serializedObject.targetObject as XNode.Node;
bool enterChildren = true;
while (iterator.NextVisible(enterChildren))
{
enterChildren = false;
if (excludes.Contains(iterator.name)) continue;
NodeEditorGUILayout.PropertyField(iterator, rootNode, 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;
}
/// Returns color for target node
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;
}
/// Add items for the context menu when right-clicking this node. Override to add custom menu items.
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);
}
}
/// Rename the node asset. This will trigger a reimport of the node.
public void Rename(string newName)
{
if (newName == null || newName.Trim() == "") newName = NodeEditorUtilities.NodeDefaultName(target.GetType());
target.name = newName;
OnRename();
AssetDatabase.ImportAsset(AssetDatabase.GetAssetPath(target));
}
/// Called after this node's name has changed.
public virtual void OnRename()
{
}
[AttributeUsage(AttributeTargets.Class)]
public class CustomNodeEditorAttribute : Attribute,
XNodeEditor.Internal.NodeEditorBase.INodeEditorAttrib
{
private Type inspectedType;
/// Tells a NodeEditor which Node type it is an editor for
/// Type that this editor can edit
public CustomNodeEditorAttribute(Type inspectedType)
{
this.inspectedType = inspectedType;
}
public Type GetInspectedType()
{
return inspectedType;
}
}
}
}