| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197 | 
							- 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;
 
-             }
 
-         }
 
-     }
 
- }
 
 
  |