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							- 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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