| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649 | using System;using System.Collections.Generic;using System.Reflection;using UnityEditor;using UnityEngine;using XNode;using XNodeEditor.Internal;using Object = UnityEngine.Object;namespace XNodeEditor{    /// <summary> Contains GUI methods </summary>    public partial class NodeEditorWindow    {        public NodeGraphEditor graphEditor;        /// <summary>        /// 这是打开XNode编辑器的对象        /// </summary>        public Object selectionActiveObject;        private List<Node> culledNodes;        /// <summary> 19 if docked, 22 if not </summary>        private int topPadding        {            get { return isDocked() ? 19 : 22; }        }        /// <summary> Executed after all other window GUI. Useful if Zoom is ruining your day. Automatically resets after being run.</summary>        public event Action onLateGUI;        private static readonly Vector3[] polyLineTempArray = new Vector3[2];        protected virtual void OnGUI()        {            Matrix4x4 m = GUI.matrix;            if (graph == null) return;            ValidateGraphEditor();            Controls();            DrawGrid(position, zoom, panOffset);            DrawConnections();            DrawDraggedConnection();            DrawNodes();            DrawSelectionBox();            DrawTooltip();            graphEditor.OnGUI(selectionActiveObject);            // Run and reset onLateGUI            if (onLateGUI != null)            {                onLateGUI();                onLateGUI = null;            }            GUI.matrix = m;        }        public static void BeginZoomed(Rect rect, float zoom, float topPadding)        {            GUI.EndClip();            GUIUtility.ScaleAroundPivot(Vector2.one / zoom, rect.size * 0.5f);            Vector4 padding = new Vector4(0, topPadding, 0, 0);            padding *= zoom;            GUI.BeginClip(new Rect(-((rect.width * zoom) - rect.width) * 0.5f, -(((rect.height * zoom) - rect.height) * 0.5f) + (topPadding * zoom),                rect.width * zoom,                rect.height * zoom));        }        public static void EndZoomed(Rect rect, float zoom, float topPadding)        {            GUIUtility.ScaleAroundPivot(Vector2.one * zoom, rect.size * 0.5f);            Vector3 offset = new Vector3(                (((rect.width * zoom) - rect.width) * 0.5f),                (((rect.height * zoom) - rect.height) * 0.5f) + (-topPadding * zoom) + topPadding,                0);            GUI.matrix = Matrix4x4.TRS(offset, Quaternion.identity, Vector3.one);        }        public void DrawGrid(Rect rect, float zoom, Vector2 panOffset)        {            rect.position = Vector2.zero;            Vector2 center = rect.size / 2f;            Texture2D gridTex = graphEditor.GetGridTexture();            Texture2D crossTex = graphEditor.GetSecondaryGridTexture();            // Offset from origin in tile units            float xOffset = -(center.x * zoom + panOffset.x) / gridTex.width;            float yOffset = ((center.y - rect.size.y) * zoom + panOffset.y) / gridTex.height;            Vector2 tileOffset = new Vector2(xOffset, yOffset);            // Amount of tiles            float tileAmountX = Mathf.Round(rect.size.x * zoom) / gridTex.width;            float tileAmountY = Mathf.Round(rect.size.y * zoom) / gridTex.height;            Vector2 tileAmount = new Vector2(tileAmountX, tileAmountY);            // Draw tiled background            GUI.DrawTextureWithTexCoords(rect, gridTex, new Rect(tileOffset, tileAmount));            GUI.DrawTextureWithTexCoords(rect, crossTex, new Rect(tileOffset + new Vector2(0.5f, 0.5f), tileAmount));        }        public void DrawSelectionBox()        {            if (currentActivity == NodeActivity.DragGrid)            {                Vector2 curPos = WindowToGridPosition(Event.current.mousePosition);                Vector2 size = curPos - dragBoxStart;                Rect r = new Rect(dragBoxStart, size);                r.position = GridToWindowPosition(r.position);                r.size /= zoom;                Handles.DrawSolidRectangleWithOutline(r, new Color(0, 0, 0, 0.1f), new Color(1, 1, 1, 0.6f));            }        }        public static bool DropdownButton(string name, float width)        {            return GUILayout.Button(name, EditorStyles.toolbarDropDown, GUILayout.Width(width));        }        /// <summary> Show right-click context menu for hovered reroute </summary>        void ShowRerouteContextMenu(RerouteReference reroute)        {            GenericMenu contextMenu = new GenericMenu();            contextMenu.AddItem(new GUIContent("Remove"), false, () => reroute.RemovePoint());            contextMenu.DropDown(new Rect(Event.current.mousePosition, Vector2.zero));            if (NodeEditorPreferences.GetSettings().autoSave) AssetDatabase.SaveAssets();        }        /// <summary> Show right-click context menu for hovered port </summary>        void ShowPortContextMenu(NodePort hoveredPort)        {            GenericMenu contextMenu = new GenericMenu();            contextMenu.AddItem(new GUIContent("Clear Connections"), false, () => hoveredPort.ClearConnections());            contextMenu.DropDown(new Rect(Event.current.mousePosition, Vector2.zero));            if (NodeEditorPreferences.GetSettings().autoSave) AssetDatabase.SaveAssets();        }        static Vector2 CalculateBezierPoint(Vector2 p0, Vector2 p1, Vector2 p2, Vector2 p3, float t)        {            float u = 1 - t;            float tt = t * t, uu = u * u;            float uuu = uu * u, ttt = tt * t;            return new Vector2(                (uuu * p0.x) + (3 * uu * t * p1.x) + (3 * u * tt * p2.x) + (ttt * p3.x),                (uuu * p0.y) + (3 * uu * t * p1.y) + (3 * u * tt * p2.y) + (ttt * p3.y)            );        }        /// <summary> Draws a line segment without allocating temporary arrays </summary>        static void DrawAAPolyLineNonAlloc(float thickness, Vector2 p0, Vector2 p1)        {            polyLineTempArray[0].x = p0.x;            polyLineTempArray[0].y = p0.y;            polyLineTempArray[1].x = p1.x;            polyLineTempArray[1].y = p1.y;            Handles.DrawAAPolyLine(thickness, polyLineTempArray);        }        /// <summary> Draw a bezier from output to input in grid coordinates </summary>        public void DrawNoodle(Gradient gradient, NoodlePath path, NoodleStroke stroke, float thickness, List<Vector2> gridPoints)        {            // convert grid points to window points            for (int i = 0; i < gridPoints.Count; ++i)                gridPoints[i] = GridToWindowPosition(gridPoints[i]);            Color originalHandlesColor = Handles.color;            Handles.color = gradient.Evaluate(0f);            int length = gridPoints.Count;            switch (path)            {                case NoodlePath.Curvy:                    Vector2 outputTangent = Vector2.right;                    for (int i = 0; i < length - 1; i++)                    {                        Vector2 inputTangent;                        // Cached most variables that repeat themselves here to avoid so many indexer calls :p                        Vector2 point_a = gridPoints[i];                        Vector2 point_b = gridPoints[i + 1];                        float dist_ab = Vector2.Distance(point_a, point_b);                        if (i == 0) outputTangent = zoom * dist_ab * 0.01f * Vector2.right;                        if (i < length - 2)                        {                            Vector2 point_c = gridPoints[i + 2];                            Vector2 ab = (point_b - point_a).normalized;                            Vector2 cb = (point_b - point_c).normalized;                            Vector2 ac = (point_c - point_a).normalized;                            Vector2 p = (ab + cb) * 0.5f;                            float tangentLength = (dist_ab + Vector2.Distance(point_b, point_c)) * 0.005f * zoom;                            float side = ((ac.x * (point_b.y - point_a.y)) - (ac.y * (point_b.x - point_a.x)));                            p = tangentLength * Mathf.Sign(side) * new Vector2(-p.y, p.x);                            inputTangent = p;                        }                        else                        {                            inputTangent = zoom * dist_ab * 0.01f * Vector2.left;                        }                        // Calculates the tangents for the bezier's curves.                        float zoomCoef = 50 / zoom;                        Vector2 tangent_a = point_a + outputTangent * zoomCoef;                        Vector2 tangent_b = point_b + inputTangent * zoomCoef;                        // Hover effect.                        int division = Mathf.RoundToInt(.2f * dist_ab) + 3;                        // Coloring and bezier drawing.                        int draw = 0;                        Vector2 bezierPrevious = point_a;                        for (int j = 1; j <= division; ++j)                        {                            if (stroke == NoodleStroke.Dashed)                            {                                draw++;                                if (draw >= 2) draw = -2;                                if (draw < 0) continue;                                if (draw == 0) bezierPrevious = CalculateBezierPoint(point_a, tangent_a, tangent_b, point_b, (j - 1f) / (float) division);                            }                            if (i == length - 2)                                Handles.color = gradient.Evaluate((j + 1f) / division);                            Vector2 bezierNext = CalculateBezierPoint(point_a, tangent_a, tangent_b, point_b, j / (float) division);                            DrawAAPolyLineNonAlloc(thickness, bezierPrevious, bezierNext);                            bezierPrevious = bezierNext;                        }                        outputTangent = -inputTangent;                    }                    break;                case NoodlePath.Straight:                    for (int i = 0; i < length - 1; i++)                    {                        Vector2 point_a = gridPoints[i];                        Vector2 point_b = gridPoints[i + 1];                        // Draws the line with the coloring.                        Vector2 prev_point = point_a;                        // Approximately one segment per 5 pixels                        int segments = (int) Vector2.Distance(point_a, point_b) / 5;                        segments = Math.Max(segments, 1);                        int draw = 0;                        for (int j = 0; j <= segments; j++)                        {                            draw++;                            float t = j / (float) segments;                            Vector2 lerp = Vector2.Lerp(point_a, point_b, t);                            if (draw > 0)                            {                                if (i == length - 2) Handles.color = gradient.Evaluate(t);                                DrawAAPolyLineNonAlloc(thickness, prev_point, lerp);                            }                            prev_point = lerp;                            if (stroke == NoodleStroke.Dashed && draw >= 2) draw = -2;                        }                    }                    break;                case NoodlePath.Angled:                    for (int i = 0; i < length - 1; i++)                    {                        if (i == length - 1) continue; // Skip last index                        if (gridPoints[i].x <= gridPoints[i + 1].x - (50 / zoom))                        {                            float midpoint = (gridPoints[i].x + gridPoints[i + 1].x) * 0.5f;                            Vector2 start_1 = gridPoints[i];                            Vector2 end_1 = gridPoints[i + 1];                            start_1.x = midpoint;                            end_1.x = midpoint;                            if (i == length - 2)                            {                                DrawAAPolyLineNonAlloc(thickness, gridPoints[i], start_1);                                Handles.color = gradient.Evaluate(0.5f);                                DrawAAPolyLineNonAlloc(thickness, start_1, end_1);                                Handles.color = gradient.Evaluate(1f);                                DrawAAPolyLineNonAlloc(thickness, end_1, gridPoints[i + 1]);                            }                            else                            {                                DrawAAPolyLineNonAlloc(thickness, gridPoints[i], start_1);                                DrawAAPolyLineNonAlloc(thickness, start_1, end_1);                                DrawAAPolyLineNonAlloc(thickness, end_1, gridPoints[i + 1]);                            }                        }                        else                        {                            float midpoint = (gridPoints[i].y + gridPoints[i + 1].y) * 0.5f;                            Vector2 start_1 = gridPoints[i];                            Vector2 end_1 = gridPoints[i + 1];                            start_1.x += 25 / zoom;                            end_1.x -= 25 / zoom;                            Vector2 start_2 = start_1;                            Vector2 end_2 = end_1;                            start_2.y = midpoint;                            end_2.y = midpoint;                            if (i == length - 2)                            {                                DrawAAPolyLineNonAlloc(thickness, gridPoints[i], start_1);                                Handles.color = gradient.Evaluate(0.25f);                                DrawAAPolyLineNonAlloc(thickness, start_1, start_2);                                Handles.color = gradient.Evaluate(0.5f);                                DrawAAPolyLineNonAlloc(thickness, start_2, end_2);                                Handles.color = gradient.Evaluate(0.75f);                                DrawAAPolyLineNonAlloc(thickness, end_2, end_1);                                Handles.color = gradient.Evaluate(1f);                                DrawAAPolyLineNonAlloc(thickness, end_1, gridPoints[i + 1]);                            }                            else                            {                                DrawAAPolyLineNonAlloc(thickness, gridPoints[i], start_1);                                DrawAAPolyLineNonAlloc(thickness, start_1, start_2);                                DrawAAPolyLineNonAlloc(thickness, start_2, end_2);                                DrawAAPolyLineNonAlloc(thickness, end_2, end_1);                                DrawAAPolyLineNonAlloc(thickness, end_1, gridPoints[i + 1]);                            }                        }                    }                    break;                case NoodlePath.ShaderLab:                    Vector2 start = gridPoints[0];                    Vector2 end = gridPoints[length - 1];                    //Modify first and last point in array so we can loop trough them nicely.                    gridPoints[0] = gridPoints[0] + Vector2.right * (20 / zoom);                    gridPoints[length - 1] = gridPoints[length - 1] + Vector2.left * (20 / zoom);                    //Draw first vertical lines going out from nodes                    Handles.color = gradient.Evaluate(0f);                    DrawAAPolyLineNonAlloc(thickness, start, gridPoints[0]);                    Handles.color = gradient.Evaluate(1f);                    DrawAAPolyLineNonAlloc(thickness, end, gridPoints[length - 1]);                    for (int i = 0; i < length - 1; i++)                    {                        Vector2 point_a = gridPoints[i];                        Vector2 point_b = gridPoints[i + 1];                        // Draws the line with the coloring.                        Vector2 prev_point = point_a;                        // Approximately one segment per 5 pixels                        int segments = (int) Vector2.Distance(point_a, point_b) / 5;                        segments = Math.Max(segments, 1);                        int draw = 0;                        for (int j = 0; j <= segments; j++)                        {                            draw++;                            float t = j / (float) segments;                            Vector2 lerp = Vector2.Lerp(point_a, point_b, t);                            if (draw > 0)                            {                                if (i == length - 2) Handles.color = gradient.Evaluate(t);                                DrawAAPolyLineNonAlloc(thickness, prev_point, lerp);                            }                            prev_point = lerp;                            if (stroke == NoodleStroke.Dashed && draw >= 2) draw = -2;                        }                    }                    gridPoints[0] = start;                    gridPoints[length - 1] = end;                    break;            }            Handles.color = originalHandlesColor;        }        /// <summary> Draws all connections </summary>        public void DrawConnections()        {            Vector2 mousePos = Event.current.mousePosition;            List<RerouteReference> selection = preBoxSelectionReroute != null ? new List<RerouteReference>(preBoxSelectionReroute) : new List<RerouteReference>();            hoveredReroute = new RerouteReference();            List<Vector2> gridPoints = new List<Vector2>(2);            Color col = GUI.color;            foreach (Node node in graph.nodes)            {                //If a null node is found, return. This can happen if the nodes associated script is deleted. It is currently not possible in Unity to delete a null asset.                if (node == null) continue;                // Draw full connections and output > reroute                foreach (NodePort output in node.Outputs)                {                    //Needs cleanup. Null checks are ugly                    Rect fromRect;                    if (!_portConnectionPoints.TryGetValue(output, out fromRect)) continue;                    Color portColor = graphEditor.GetPortColor(output);                    for (int k = 0; k < output.ConnectionCount; k++)                    {                        NodePort input = output.GetConnection(k);                        Gradient noodleGradient = graphEditor.GetNoodleGradient(output, input);                        float noodleThickness = graphEditor.GetNoodleThickness(output, input);                        NoodlePath noodlePath = graphEditor.GetNoodlePath(output, input);                        NoodleStroke noodleStroke = graphEditor.GetNoodleStroke(output, input);                        // Error handling                        if (input == null) continue; //If a script has been updated and the port doesn't exist, it is removed and null is returned. If this happens, return.                        if (!input.IsConnectedTo(output)) input.Connect(output);                        Rect toRect;                        if (!_portConnectionPoints.TryGetValue(input, out toRect)) continue;                        List<Vector2> reroutePoints = output.GetReroutePoints(k);                        gridPoints.Clear();                        gridPoints.Add(fromRect.center);                        gridPoints.AddRange(reroutePoints);                        gridPoints.Add(toRect.center);                        DrawNoodle(noodleGradient, noodlePath, noodleStroke, noodleThickness, gridPoints);                        // Loop through reroute points again and draw the points                        for (int i = 0; i < reroutePoints.Count; i++)                        {                            RerouteReference rerouteRef = new RerouteReference(output, k, i);                            // Draw reroute point at position                            Rect rect = new Rect(reroutePoints[i], new Vector2(12, 12));                            rect.position = new Vector2(rect.position.x - 6, rect.position.y - 6);                            rect = GridToWindowRect(rect);                            // Draw selected reroute points with an outline                            if (selectedReroutes.Contains(rerouteRef))                            {                                GUI.color = NodeEditorPreferences.GetSettings().highlightColor;                                GUI.DrawTexture(rect, NodeEditorResources.dotOuter);                            }                            GUI.color = portColor;                            GUI.DrawTexture(rect, NodeEditorResources.dot);                            if (rect.Overlaps(selectionBox)) selection.Add(rerouteRef);                            if (rect.Contains(mousePos)) hoveredReroute = rerouteRef;                        }                    }                }            }            GUI.color = col;            if (Event.current.type != EventType.Layout && currentActivity == NodeActivity.DragGrid) selectedReroutes = selection;        }        private void DrawNodes()        {            Event e = Event.current;            BeginZoomed(position, zoom, topPadding);            Vector2 mousePos = Event.current.mousePosition;            if (e.type != EventType.Layout)            {                hoveredNode = null;                hoveredPort = null;            }            List<Node> preSelection = preBoxSelection != null ? new List<Node>(preBoxSelection) : new List<Node>();            // Selection box stuff            Vector2 boxStartPos = GridToWindowPositionNoClipped(dragBoxStart);            Vector2 boxSize = mousePos - boxStartPos;            if (boxSize.x < 0)            {                boxStartPos.x += boxSize.x;                boxSize.x = Mathf.Abs(boxSize.x);            }            if (boxSize.y < 0)            {                boxStartPos.y += boxSize.y;                boxSize.y = Mathf.Abs(boxSize.y);            }            Rect selectionBox = new Rect(boxStartPos, boxSize);            //Save guiColor so we can revert it            Color guiColor = GUI.color;            List<NodePort> removeEntries = new List<NodePort>();            if (e.type == EventType.Layout) culledNodes = new List<Node>();            for (int n = 0; n < graph.nodes.Count; n++)            {                // Skip null nodes. The user could be in the process of renaming scripts, so removing them at this point is not advisable.                if (graph.nodes[n] == null) continue;                if (n >= graph.nodes.Count) return;                Node node = graph.nodes[n];                // Culling                if (e.type == EventType.Layout)                {                    // Cull unselected nodes outside view                    if (!Selection.Contains(node) && ShouldBeCulled(node))                    {                        culledNodes.Add(node);                        continue;                    }                }                else if (culledNodes.Contains(node)) continue;                if (e.type == EventType.Repaint)                {                    removeEntries.Clear();                    foreach (var kvp in _portConnectionPoints)                        if (kvp.Key.node == node)                            removeEntries.Add(kvp.Key);                    foreach (var k in removeEntries) _portConnectionPoints.Remove(k);                }                NodeEditor nodeEditor = NodeEditor.GetEditor(node, this);                NodeEditor.portPositions.Clear();                // Set default label width. This is potentially overridden in OnBodyGUI                EditorGUIUtility.labelWidth = 84;                //Get node position                Vector2 nodePos = GridToWindowPositionNoClipped(node.position);                GUILayout.BeginArea(new Rect(nodePos, new Vector2(nodeEditor.GetWidth(), 4000)));                bool selected = _selectedNodes.Contains(graph.nodes[n]);                if (selected)                {                    GUIStyle style = new GUIStyle(nodeEditor.GetBodyStyle());                    GUIStyle highlightStyle = new GUIStyle(nodeEditor.GetBodyHighlightStyle());                    highlightStyle.padding = style.padding;                    style.padding = new RectOffset();                    GUI.color = nodeEditor.GetTint();                    GUILayout.BeginVertical(style);                    GUI.color = NodeEditorPreferences.GetSettings().highlightColor;                    GUILayout.BeginVertical(new GUIStyle(highlightStyle));                }                else                {                    GUIStyle style = new GUIStyle(nodeEditor.GetBodyStyle());                    GUI.color = nodeEditor.GetTint();                    GUILayout.BeginVertical(style);                }                GUI.color = guiColor;                EditorGUI.BeginChangeCheck();                //Draw node contents                nodeEditor.OnHeaderGUI();                nodeEditor.OnBodyGUI();                //If user changed a value, notify other scripts through onUpdateNode                if (EditorGUI.EndChangeCheck())                {                    if (NodeEditor.onUpdateNode != null) NodeEditor.onUpdateNode(node);                    EditorUtility.SetDirty(node);                    nodeEditor.serializedObject.ApplyModifiedProperties();                }                GUILayout.EndVertical();                //Cache data about the node for next frame                if (e.type == EventType.Repaint)                {                    Vector2 size = GUILayoutUtility.GetLastRect().size;                    if (nodeSizes.ContainsKey(node)) nodeSizes[node] = size;                    else nodeSizes.Add(node, size);                    foreach (var kvp in NodeEditor.portPositions)                    {                        Vector2 portHandlePos = kvp.Value;                        portHandlePos += node.position;                        Rect rect = new Rect(portHandlePos.x - 8, portHandlePos.y - 8, 16, 16);                        portConnectionPoints[kvp.Key] = rect;                    }                }                if (selected) GUILayout.EndVertical();                if (e.type != EventType.Layout)                {                    //Check if we are hovering this node                    Vector2 nodeSize = GUILayoutUtility.GetLastRect().size;                    Rect windowRect = new Rect(nodePos, nodeSize);                    if (windowRect.Contains(mousePos)) hoveredNode = node;                    //If dragging a selection box, add nodes inside to selection                    if (currentActivity == NodeActivity.DragGrid)                    {                        if (windowRect.Overlaps(selectionBox))                            preSelection.Add(node);                    }                    //Check if we are hovering any of this nodes ports                    //Check input ports                    foreach (NodePort input in node.Inputs)                    {                        //Check if port rect is available                        if (!portConnectionPoints.ContainsKey(input)) continue;                        Rect r = GridToWindowRectNoClipped(portConnectionPoints[input]);                        if (r.Contains(mousePos)) hoveredPort = input;                    }                    //Check all output ports                    foreach (NodePort output in node.Outputs)                    {                        //Check if port rect is available                        if (!portConnectionPoints.ContainsKey(output)) continue;                        Rect r = GridToWindowRectNoClipped(portConnectionPoints[output]);                        if (r.Contains(mousePos)) hoveredPort = output;                    }                }                GUILayout.EndArea();            }            if (e.type != EventType.Layout && currentActivity == NodeActivity.DragGrid)                _selectedNodes = preSelection;            EndZoomed(position, zoom, topPadding);            //If a change in is detected in the selected node, call OnValidate method.             //This is done through reflection because OnValidate is only relevant in editor,             //and thus, the code should not be included in build.            // if (onValidate != null && EditorGUI.EndChangeCheck()) onValidate.Invoke(Selection.activeObject, null);        }        private bool ShouldBeCulled(Node node)        {            Vector2 nodePos = GridToWindowPositionNoClipped(node.position);            if (nodePos.x / _zoom > position.width) return true; // Right            else if (nodePos.y / _zoom > position.height) return true; // Bottom            else if (nodeSizes.ContainsKey(node))            {                Vector2 size = nodeSizes[node];                if (nodePos.x + size.x < 0) return true; // Left                else if (nodePos.y + size.y < 0) return true; // Top            }            return false;        }        private void DrawTooltip()        {            if (hoveredPort != null && NodeEditorPreferences.GetSettings().portTooltips && graphEditor != null)            {                string tooltip = graphEditor.GetPortTooltip(hoveredPort);                if (string.IsNullOrEmpty(tooltip)) return;                GUIContent content = new GUIContent(tooltip);                Vector2 size = NodeEditorResources.styles.tooltip.CalcSize(content);                size.x += 8;                Rect rect = new Rect(Event.current.mousePosition - (size), size);                EditorGUI.LabelField(rect, content, NodeEditorResources.styles.tooltip);                Repaint();            }        }    }}
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