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- using System;
- using System.Collections.Generic;
- using System.Linq;
- using UnityEditor;
- using UnityEngine;
- namespace XNodeEditor
- {
- /// <summary> Base class to derive custom Node Graph editors from. Use this to override how graphs are drawn in the editor. </summary>
- [CustomNodeGraphEditor(typeof(XNode.NodeGraph))]
- public class NodeGraphEditor : XNodeEditor.Internal.NodeEditorBase<NodeGraphEditor, NodeGraphEditor.CustomNodeGraphEditorAttribute, XNode.NodeGraph>
- {
- [Obsolete("Use window.position instead")]
- public Rect position
- {
- get { return window.position; }
- set { window.position = value; }
- }
- /// <summary> Are we currently renaming a node? </summary>
- protected bool isRenaming;
- public virtual void OnGUI()
- {
- }
- public virtual void OnGUI(UnityEngine.Object selectionCache)
- {
- }
- /// <summary> Called when opened by NodeEditorWindow </summary>
- public virtual void OnOpen()
- {
- }
- public virtual void OnDisable()
- {
- }
- /// <summary> Called when NodeEditorWindow gains focus </summary>
- public virtual void OnWindowFocus()
- {
- }
- /// <summary> Called when NodeEditorWindow loses focus </summary>
- public virtual void OnWindowFocusLost()
- {
- }
- public virtual Texture2D GetGridTexture()
- {
- return NodeEditorPreferences.GetSettings().gridTexture;
- }
- public virtual Texture2D GetSecondaryGridTexture()
- {
- return NodeEditorPreferences.GetSettings().crossTexture;
- }
- /// <summary> Return default settings for this graph type. This is the settings the user will load if no previous settings have been saved. </summary>
- public virtual NodeEditorPreferences.Settings GetDefaultPreferences()
- {
- return new NodeEditorPreferences.Settings();
- }
- /// <summary> Returns context node menu path. Null or empty strings for hidden nodes. </summary>
- 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);
- }
- /// <summary> The order by which the menu items are displayed. </summary>
- 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;
- }
- /// <summary>
- /// 这个方法是新增的,用于在创建的时候给节点自动改ShowName
- /// </summary>
- /// <param name="type"></param>
- /// <returns></returns>
- public virtual string GetShowName(Type type)
- {
- //Check if type has the CreateNodeMenuAttribute
- XNode.Node.CreateNodeMenuAttribute attrib;
- if (NodeEditorUtilities.GetAttrib(type, out attrib)) // Return custom path
- {
- if (attrib.showName != "")
- return attrib.showName;
- else
- return NodeEditorUtilities.NodeDefaultPath(type);
- }
- else // Return generated path
- return NodeEditorUtilities.NodeDefaultPath(type);
- }
- /// <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)
- {
- 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);
- }
- /// <summary> Returned gradient is used to color noodles </summary>
- /// <param name="output"> The output this noodle comes from. Never null. </param>
- /// <param name="input"> The output this noodle comes from. Can be null if we are dragging the noodle. </param>
- 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;
- }
- /// <summary> Returned float is used for noodle thickness </summary>
- /// <param name="output"> The output this noodle comes from. Never null. </param>
- /// <param name="input"> The output this noodle comes from. Can be null if we are dragging the noodle. </param>
- 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;
- }
- /// <summary> Returned color is used to color ports </summary>
- public virtual Color GetPortColor(XNode.NodePort port)
- {
- return GetTypeColor(port.ValueType);
- }
- /// <summary> Returns generated color for a type. This color is editable in preferences </summary>
- public virtual Color GetTypeColor(Type type)
- {
- return NodeEditorPreferences.GetTypeColor(type);
- }
- /// <summary> Override to display custom tooltip </summary>
- 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;
- }
- /// <summary> Deal with objects dropped into the graph through DragAndDrop </summary>
- public virtual void OnDropObjects(UnityEngine.Object[] objects)
- {
- if (GetType() != typeof(NodeGraphEditor)) Debug.Log("No OnDropObjects override defined for " + GetType());
- }
- /// <summary> Create a node and save it in the graph asset </summary>
- 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;
- node.name = GetShowName(type);
- if (!string.IsNullOrEmpty(AssetDatabase.GetAssetPath(target))) AssetDatabase.AddObjectToAsset(node, target);
- if (NodeEditorPreferences.GetSettings().autoSave) AssetDatabase.SaveAssets();
- NodeEditorWindow.RepaintAll();
- return node;
- }
- /// <summary> Creates a copy of the original node in the graph </summary>
- public virtual XNode.Node CopyNode(XNode.Node original)
- {
- Undo.RecordObject(target, "Duplicate Node");
- XNode.Node node = target.CopyNode(original);
- SetNodeIndex(node);
- Undo.RegisterCreatedObjectUndo(node, "Duplicate Node");
- node.name = original.name;
- AssetDatabase.AddObjectToAsset(node, target);
- if (NodeEditorPreferences.GetSettings().autoSave) AssetDatabase.SaveAssets();
- return node;
- }
- protected virtual void SetNodeIndex(XNode.Node node)
- {
- }
- /// <summary> Return false for nodes that can't be removed </summary>
- 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;
- }
- /// <summary> Safely remove a node and all its connections. </summary>
- 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<NodeGraphEditor, NodeGraphEditor.CustomNodeGraphEditorAttribute, XNode.NodeGraph>.INodeEditorAttrib
- {
- private Type inspectedType;
- public string editorPrefsKey;
- /// <summary> Tells a NodeGraphEditor which Graph type it is an editor for </summary>
- /// <param name="inspectedType">Type that this editor can edit</param>
- /// <param name="editorPrefsKey">Define unique key for unique layout settings instance</param>
- public CustomNodeGraphEditorAttribute(Type inspectedType, string editorPrefsKey = "xNode.Settings")
- {
- this.inspectedType = inspectedType;
- this.editorPrefsKey = editorPrefsKey;
- }
- public Type GetInspectedType()
- {
- return inspectedType;
- }
- }
- }
- }
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