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- 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
- {
- /// <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
- 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;
- }
- /// <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;
- }
- }
- }
- }
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