Beispiel #1
0
 /// <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> Automatically delete Node sub-assets before deleting their script.
        /// This is important to do, because you can't delete null sub assets.
        /// <para/> For another workaround, see: https://gitlab.com/RotaryHeart-UnityShare/subassetmissingscriptdelete </summary>
        private static AssetDeleteResult OnWillDeleteAsset(string path, RemoveAssetOptions options)
        {
            // Skip processing anything without the .cs extension
            if (Path.GetExtension(path) != ".cs")
            {
                return(AssetDeleteResult.DidNotDelete);
            }

            // Get the object that is requested for deletion
            UnityEngine.Object obj = AssetDatabase.LoadAssetAtPath <UnityEngine.Object>(path);

            // If we aren't deleting a script, return
            if (!(obj is UnityEditor.MonoScript))
            {
                return(AssetDeleteResult.DidNotDelete);
            }

            // Check script type. Return if deleting a non-node script
            UnityEditor.MonoScript script     = obj as UnityEditor.MonoScript;
            System.Type            scriptType = script.GetClass();
            if (scriptType == null || (scriptType != typeof(XNode.Node) && !scriptType.IsSubclassOf(typeof(XNode.Node))))
            {
                return(AssetDeleteResult.DidNotDelete);
            }

            // Find all ScriptableObjects using this script
            string[] guids = AssetDatabase.FindAssets("t:" + scriptType);
            for (int i = 0; i < guids.Length; i++)
            {
                string   assetpath = AssetDatabase.GUIDToAssetPath(guids[i]);
                Object[] objs      = AssetDatabase.LoadAllAssetRepresentationsAtPath(assetpath);
                for (int k = 0; k < objs.Length; k++)
                {
                    XNode.Node node = objs[k] as XNode.Node;
                    if (node.GetType() == scriptType)
                    {
                        if (node != null && node.graph != null)
                        {
                            // Delete the node and notify the user
                            Debug.LogWarning(node.name + " of " + node.graph + " depended on deleted script and has been removed automatically.", node.graph);
                            node.graph.RemoveNode(node);
                        }
                    }
                }
            }
            // We didn't actually delete the script. Tell the internal system to carry on with normal deletion procedure
            return(AssetDeleteResult.DidNotDelete);
        }
Beispiel #3
0
        /// <summary> Attempt to connect dragged output to target node </summary>
        public void AutoConnect(XNode.Node node)
        {
            if (autoConnectOutput != null)
            {
                // Find input port of same type
                XNode.NodePort inputPort = node.Ports.FirstOrDefault(x => x.IsInput && x.ValueType == autoConnectOutput.ValueType);
                // Fallback to input port
                if (inputPort == null)
                {
                    inputPort = node.Ports.FirstOrDefault(x => x.IsInput);
                }
                // Autoconnect
                if (inputPort != null)
                {
                    autoConnectOutput.Connect(inputPort);
                }

                // Save changes
                EditorUtility.SetDirty(graph);
                if (NodeEditorPreferences.GetSettings().autoSave)
                {
                    AssetDatabase.SaveAssets();
                }
                autoConnectOutput = null;
            }

            if (autoConnectOutputLink != null)
            {
                var linkType   = autoConnectOutputLink.Link.LinkType;
                var inputLinks = XNode.NodeDataCache.GetInputLinks(node.GetType());
                var inputPort  = inputLinks.FirstOrDefault(x => x.LinkType == linkType);
                inputPort = inputPort ?? inputLinks.FirstOrDefault(x => x.LinkType.IsAssignableFrom(linkType));
                if (inputPort != null)
                {
                    XNode.NodeLink link = autoConnectOutputLink.Connect(new XNode.NodeLinkPort(node, inputPort));
                    SelectObject(link, false);
                    EditorUtility.SetDirty(graph);
                    if (NodeEditorPreferences.GetSettings().autoSave)
                    {
                        AssetDatabase.SaveAssets();
                    }
                }
                autoConnectOutputLink = null;
            }
        }
Beispiel #4
0
        /// <summary> Make a field for a serialized property. Automatically displays relevant node port. </summary>
        public static void PropertyField(SerializedProperty property, GUIContent label, bool includeChildren = true, params GUILayoutOption[] options)
        {
            if (property == null)
            {
                throw new NullReferenceException();
            }
            XNode.Node node = property.serializedObject.targetObject as XNode.Node;
            XNode.NodeLinkDefinition link = XNode.NodeDataCache.GetLinkCacheInfo(node.GetType(), property.name);
            XNode.NodePort           port = node.GetPort(property.name);

            if (link != null)
            {
                PropertyField(property, label, new XNode.NodeLinkPort(node, link));
            }
            else
            {
                PropertyField(property, label, port, includeChildren);
            }
        }
        public static AssetDeleteResult OnWillDeleteAsset(string path, RemoveAssetOptions options)
        {
            UnityEngine.Object obj = AssetDatabase.LoadAssetAtPath <UnityEngine.Object>(path);

            if (!(obj is UnityEditor.MonoScript))
            {
                return(AssetDeleteResult.DidNotDelete);
            }

            UnityEditor.MonoScript script     = obj as UnityEditor.MonoScript;
            System.Type            scriptType = script.GetClass();

            if (scriptType != typeof(XNode.Node) && !scriptType.IsSubclassOf(typeof(XNode.Node)))
            {
                return(AssetDeleteResult.DidNotDelete);
            }

            //Find ScriptableObjects using this script
            string[] guids = AssetDatabase.FindAssets("t:" + scriptType);
            for (int i = 0; i < guids.Length; i++)
            {
                string   assetpath = AssetDatabase.GUIDToAssetPath(guids[i]);
                Object[] objs      = AssetDatabase.LoadAllAssetRepresentationsAtPath(assetpath);
                for (int k = 0; k < objs.Length; k++)
                {
                    XNode.Node node = objs[k] as XNode.Node;
                    if (node.GetType() == scriptType)
                    {
                        if (node != null && node.graph != null)
                        {
                            Debug.LogWarning(node.name + " of " + node.graph + " depended on deleted script and has been removed automatically.", node.graph);
                            node.graph.RemoveNode(node);
                        }
                    }
                }
            }
            return(AssetDeleteResult.DidNotDelete);
        }
Beispiel #6
0
        private void InsertDuplicateNodes(XNode.Node[] nodes, Vector2 topLeft)
        {
            if (nodes == null || nodes.Length == 0)
            {
                return;
            }

            // Get top-left node
            Vector2 topLeftNode = nodes.Select(x => x.position).Aggregate((x, y) => new Vector2(Mathf.Min(x.x, y.x), Mathf.Min(x.y, y.y)));
            Vector2 offset      = topLeft - topLeftNode;

            UnityEngine.Object[] newNodes = new UnityEngine.Object[nodes.Length];
            Dictionary <XNode.Node, XNode.Node> substitutes = new Dictionary <XNode.Node, XNode.Node>();

            for (int i = 0; i < nodes.Length; i++)
            {
                XNode.Node srcNode = nodes[i];
                if (srcNode == null)
                {
                    continue;
                }

                // Check if user is allowed to add more of given node type
                XNode.Node.DisallowMultipleNodesAttribute disallowAttrib;
                Type nodeType = srcNode.GetType();
                if (NodeEditorUtilities.GetAttrib(nodeType, out disallowAttrib))
                {
                    int typeCount = graph.nodes.Count(x => x.GetType() == nodeType);
                    if (typeCount >= disallowAttrib.max)
                    {
                        continue;
                    }
                }

                XNode.Node newNode = graphEditor.CopyNode(srcNode);
                substitutes.Add(srcNode, newNode);
                newNode.position = srcNode.position + offset;
                newNodes[i]      = newNode;
            }

            // Walk through the selected nodes again, recreate connections, using the new nodes
            for (int i = 0; i < nodes.Length; i++)
            {
                XNode.Node srcNode = nodes[i];
                if (srcNode == null)
                {
                    continue;
                }
                foreach (XNode.NodePort port in srcNode.Ports)
                {
                    for (int c = 0; c < port.ConnectionCount; c++)
                    {
                        XNode.NodePort inputPort  = port.direction == XNode.NodePort.IO.Input ? port : port.GetConnection(c);
                        XNode.NodePort outputPort = port.direction == XNode.NodePort.IO.Output ? port : port.GetConnection(c);

                        XNode.Node newNodeIn, newNodeOut;
                        if (substitutes.TryGetValue(inputPort.node, out newNodeIn) && substitutes.TryGetValue(outputPort.node, out newNodeOut))
                        {
                            newNodeIn.UpdatePorts();
                            newNodeOut.UpdatePorts();
                            inputPort  = newNodeIn.GetInputPort(inputPort.fieldName);
                            outputPort = newNodeOut.GetOutputPort(outputPort.fieldName);
                        }
                        if (!inputPort.IsConnectedTo(outputPort))
                        {
                            inputPort.Connect(outputPort);
                        }
                    }
                }
            }
            // Select the new nodes
            Selection.objects = newNodes;
        }
        /// <summary> Make a field for a serialized property. Manual node port override. </summary>
        public static void PropertyField(SerializedProperty property, GUIContent label, XNode.NodePort port, bool includeChildren = true, params GUILayoutOption[] options)
        {
            if (property == null)
            {
                throw new NullReferenceException();
            }

            // If property is not a port, display a regular property field
            if (port == null)
            {
                XNode.Node node  = property.serializedObject.targetObject as XNode.Node;
                FieldInfo  field = node.GetType().GetField(property.name);

                XNode.Node.NodeLabelTextAttribute  labelTextAttr  = field.GetCustomAttribute <XNode.Node.NodeLabelTextAttribute>();
                XNode.Node.NodeLabelWidthAttribute labelWidthAttr = field.GetCustomAttribute <XNode.Node.NodeLabelWidthAttribute>();

                var origWidth = EditorGUIUtility.labelWidth;

                label = labelTextAttr != null ? new GUIContent(labelTextAttr.labelText) : label;
                EditorGUIUtility.labelWidth = labelWidthAttr != null ? labelWidthAttr.labelWidth : origWidth;
                EditorGUILayout.PropertyField(property, label, includeChildren, GUILayout.MinWidth(30));
                EditorGUIUtility.labelWidth = origWidth;
            }
            else
            {
                Rect rect = new Rect();

                List <PropertyAttribute> propertyAttributes = NodeEditorUtilities.GetCachedPropertyAttribs(port.node.GetType(), property.name);

                // If property is an input, display a regular property field and put a port handle on the left side
                if (port.direction == XNode.NodePort.IO.Input)
                {
                    // Get data from [Input] attribute
                    XNode.Node.ShowBackingValue showBacking = XNode.Node.ShowBackingValue.Unconnected;
                    XNode.Node.InputAttribute   inputAttribute;
                    bool dynamicPortList = false;
                    if (NodeEditorUtilities.GetCachedAttrib(port.node.GetType(), property.name, out inputAttribute))
                    {
                        dynamicPortList = inputAttribute.dynamicPortList;
                        showBacking     = inputAttribute.backingValue;
                    }

                    bool usePropertyAttributes = dynamicPortList ||
                                                 showBacking == XNode.Node.ShowBackingValue.Never ||
                                                 (showBacking == XNode.Node.ShowBackingValue.Unconnected && port.IsConnected);

                    float spacePadding = 0;
                    foreach (var attr in propertyAttributes)
                    {
                        if (attr is SpaceAttribute)
                        {
                            if (usePropertyAttributes)
                            {
                                GUILayout.Space((attr as SpaceAttribute).height);
                            }
                            else
                            {
                                spacePadding += (attr as SpaceAttribute).height;
                            }
                        }
                        else if (attr is HeaderAttribute)
                        {
                            if (usePropertyAttributes)
                            {
                                //GUI Values are from https://github.com/Unity-Technologies/UnityCsReference/blob/master/Editor/Mono/ScriptAttributeGUI/Implementations/DecoratorDrawers.cs
                                Rect position = GUILayoutUtility.GetRect(0, (EditorGUIUtility.singleLineHeight * 1.5f) - EditorGUIUtility.standardVerticalSpacing); //Layout adds standardVerticalSpacing after rect so we subtract it.
                                position.yMin += EditorGUIUtility.singleLineHeight * 0.5f;
                                position       = EditorGUI.IndentedRect(position);
                                GUI.Label(position, (attr as HeaderAttribute).header, EditorStyles.boldLabel);
                            }
                            else
                            {
                                spacePadding += EditorGUIUtility.singleLineHeight * 1.5f;
                            }
                        }
                    }

                    if (dynamicPortList)
                    {
                        Type type = GetType(property);
                        XNode.Node.ConnectionType connectionType = inputAttribute != null ? inputAttribute.connectionType : XNode.Node.ConnectionType.Multiple;
                        DynamicPortList(property.name, type, property.serializedObject, port.direction, connectionType);
                        return;
                    }
                    switch (showBacking)
                    {
                    case XNode.Node.ShowBackingValue.Unconnected:
                        // Display a label if port is connected
                        if (port.IsConnected)
                        {
                            EditorGUILayout.LabelField(label != null ? label : new GUIContent(property.displayName));
                        }
                        // Display an editable property field if port is not connected
                        else
                        {
                            EditorGUILayout.PropertyField(property, label, includeChildren, GUILayout.MinWidth(30));
                        }
                        break;

                    case XNode.Node.ShowBackingValue.Never:
                        // Display a label
                        EditorGUILayout.LabelField(label != null ? label : new GUIContent(property.displayName));
                        break;

                    case XNode.Node.ShowBackingValue.Always:
                        // Display an editable property field
                        EditorGUILayout.PropertyField(property, label, includeChildren, GUILayout.MinWidth(30));
                        break;
                    }

                    rect          = GUILayoutUtility.GetLastRect();
                    rect.position = rect.position - new Vector2(16, -spacePadding);
                    // If property is an output, display a text label and put a port handle on the right side
                }
                else if (port.direction == XNode.NodePort.IO.Output)
                {
                    // Get data from [Output] attribute
                    XNode.Node.ShowBackingValue showBacking = XNode.Node.ShowBackingValue.Unconnected;
                    XNode.Node.OutputAttribute  outputAttribute;
                    bool dynamicPortList = false;
                    if (NodeEditorUtilities.GetCachedAttrib(port.node.GetType(), property.name, out outputAttribute))
                    {
                        dynamicPortList = outputAttribute.dynamicPortList;
                        showBacking     = outputAttribute.backingValue;
                    }

                    bool usePropertyAttributes = dynamicPortList ||
                                                 showBacking == XNode.Node.ShowBackingValue.Never ||
                                                 (showBacking == XNode.Node.ShowBackingValue.Unconnected && port.IsConnected);

                    float spacePadding = 0;
                    foreach (var attr in propertyAttributes)
                    {
                        if (attr is SpaceAttribute)
                        {
                            if (usePropertyAttributes)
                            {
                                GUILayout.Space((attr as SpaceAttribute).height);
                            }
                            else
                            {
                                spacePadding += (attr as SpaceAttribute).height;
                            }
                        }
                        else if (attr is HeaderAttribute)
                        {
                            if (usePropertyAttributes)
                            {
                                //GUI Values are from https://github.com/Unity-Technologies/UnityCsReference/blob/master/Editor/Mono/ScriptAttributeGUI/Implementations/DecoratorDrawers.cs
                                Rect position = GUILayoutUtility.GetRect(0, (EditorGUIUtility.singleLineHeight * 1.5f) - EditorGUIUtility.standardVerticalSpacing); //Layout adds standardVerticalSpacing after rect so we subtract it.
                                position.yMin += EditorGUIUtility.singleLineHeight * 0.5f;
                                position       = EditorGUI.IndentedRect(position);
                                GUI.Label(position, (attr as HeaderAttribute).header, EditorStyles.boldLabel);
                            }
                            else
                            {
                                spacePadding += EditorGUIUtility.singleLineHeight * 1.5f;
                            }
                        }
                    }

                    if (dynamicPortList)
                    {
                        Type type = GetType(property);
                        XNode.Node.ConnectionType connectionType = outputAttribute != null ? outputAttribute.connectionType : XNode.Node.ConnectionType.Multiple;
                        DynamicPortList(property.name, type, property.serializedObject, port.direction, connectionType);
                        return;
                    }
                    switch (showBacking)
                    {
                    case XNode.Node.ShowBackingValue.Unconnected:
                        // Display a label if port is connected
                        if (port.IsConnected)
                        {
                            EditorGUILayout.LabelField(label != null ? label : new GUIContent(property.displayName), NodeEditorResources.OutputPort, GUILayout.MinWidth(30));
                        }
                        // Display an editable property field if port is not connected
                        else
                        {
                            EditorGUILayout.PropertyField(property, label, includeChildren, GUILayout.MinWidth(30));
                        }
                        break;

                    case XNode.Node.ShowBackingValue.Never:
                        // Display a label
                        EditorGUILayout.LabelField(label != null ? label : new GUIContent(property.displayName), NodeEditorResources.OutputPort, GUILayout.MinWidth(30));
                        break;

                    case XNode.Node.ShowBackingValue.Always:
                        // Display an editable property field
                        EditorGUILayout.PropertyField(property, label, includeChildren, GUILayout.MinWidth(30));
                        break;
                    }

                    rect          = GUILayoutUtility.GetLastRect();
                    rect.position = rect.position + new Vector2(rect.width, spacePadding);
                }

                rect.size = new Vector2(16, 16);

                NodeEditor editor          = NodeEditor.GetEditor(port.node, NodeEditorWindow.current);
                Color      backgroundColor = editor.GetTint();
                Color      col             = NodeEditorWindow.current.graphEditor.GetPortColor(port);
                DrawPortHandle(rect, backgroundColor, col);

                // Register the handle position
                Vector2 portPos = rect.center;
                NodeEditor.portPositions[port] = portPos;
            }
        }
Beispiel #8
0
        /// <summary> Make a field for a serialized property. Manual node port override. </summary>
        public static void PropertyField(SerializedProperty property, GUIContent label, XNode.NodeLinkPort con)
        {
            Rect rect = new Rect();

            XNode.Node node = con.Node;
            XNode.NodeLinkDefinition   link               = con.Link;
            XNode.Node.InputAttribute  inputAttribute     = link.InputAttribute;
            XNode.Node.OutputAttribute outputAttribute    = link.OutputAttribute;
            List <PropertyAttribute>   propertyAttributes = NodeEditorUtilities.GetCachedPropertyAttribs(node.GetType(), property.name);

            float spacePadding = 0;

            foreach (var attr in propertyAttributes)
            {
                if (attr is SpaceAttribute)
                {
                    spacePadding += (attr as SpaceAttribute).height;
                }
            }

            if (inputAttribute != null)
            {
                EditorGUILayout.LabelField(label ?? new GUIContent(property.displayName));

                rect          = GUILayoutUtility.GetLastRect();
                rect.position = rect.position - new Vector2(16, -spacePadding);
            }
            // If property is an output, display a text label and put a port handle on the right side
            else if (outputAttribute != null)
            {
                // Get data from [Output] attribute
                bool dynamicPortList = outputAttribute.dynamicPortList;
                XNode.Node.ShowBackingValue showBacking = outputAttribute.backingValue;

                EditorGUILayout.LabelField(label ?? new GUIContent(property.displayName), NodeEditorResources.OutputPort, GUILayout.MinWidth(30));
                rect          = GUILayoutUtility.GetLastRect();
                rect.position = rect.position + new Vector2(rect.width, spacePadding);
            }

            rect.size = new Vector2(16, 16);

            NodeEditor editor          = NodeEditor.GetEditor(node, NodeEditorWindow.current);
            Color      backgroundColor = editor.GetTint();
            Color      col             = NodeEditorWindow.current.graphEditor.GetLinkColor(link);

            DrawPortHandle(rect, backgroundColor, col);

            // Register the handle position
            Vector2 portPos = rect.center;

            NodeEditor.linkPositions[con] = portPos;
        }