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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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