Example #1
0
        void OnGUI()
        {
            // Early out if there is no graphs.
            var selectedGraphs = GetGraphList();

            if (selectedGraphs.Count == 0)
            {
                ShowMessage("No PlayableGraph in the scene");
                return;
            }

            GUILayout.BeginVertical();
            m_CurrentGraph = GetSelectedGraphInToolBar(selectedGraphs, m_CurrentGraph);
            GUILayout.EndVertical();

            if (!m_CurrentGraph.IsValid())
            {
                ShowMessage("Selected PlayableGraph is invalid");
                return;
            }

            var graph = new PlayableGraphVisualizer(m_CurrentGraph);

            graph.Refresh();

            if (graph.IsEmpty())
            {
                ShowMessage("Selected PlayableGraph is empty");
                return;
            }

            if (m_Layout == null)
            {
                m_Layout = new ReingoldTilford();
            }

            m_Layout.CalculateLayout(graph);

            var graphRect = new Rect(0, s_ToolbarHeight, position.width, position.height - s_ToolbarHeight);

            if (m_Renderer == null)
            {
                m_Renderer = new DefaultGraphRenderer();
            }

            m_Renderer.Draw(m_Layout, graphRect, m_GraphSettings);
        }
Example #2
0
    private void Update()
    {
        if (GenerateGraph)
        {
            GenerateGraph = false;

            if (null != _renderer)
            {
                _renderer.Uninitialize();
            }

            if (null != _layout)
            {
                _layout.Uninitialize();
            }

            var graph = Generate(Parameters);
            _context = new GraphContext(graph);

            var sphereLayout = new SphereLayoutEngine();
            sphereLayout.Size = Size;
            _layout           = sphereLayout;

            var geoRenderer = new GeoGraphRenderer();
            geoRenderer.Material = Material;
            _renderer            = geoRenderer;

            _layout.Initialize(_context);
            _renderer.Initialize(_context);
        }

        if (null != _layout)
        {
            _layout.Tick(Time.deltaTime, _context);
        }

        if (null != _renderer)
        {
            _renderer.Tick(Time.deltaTime, _context);
        }
    }
    void OnGUI()
    {
        // Create a list of all the playable graphs extracted.
        IList <PlayableGraphInfo> graphInfos = new List <PlayableGraphInfo>();

        PlayableGraphInfo info;

        // If we requested, we extract automatically the PlayableGraphs from all the components
        // that are in the current scene.
        if (m_AutoScanScene)
        {
            // This code could be generalized, maybe if we added a IHasPlayableGraph Interface.
            IList <PlayableDirector> directors = FindObjectsOfType <PlayableDirector>();
            if (directors != null)
            {
                foreach (var director in directors)
                {
                    if (director.playableGraph.IsValid())
                    {
                        info.name  = director.name;
                        info.graph = director.playableGraph;
                        graphInfos.Add(info);
                    }
                }
            }

            IList <Animator> animators = FindObjectsOfType <Animator>();
            if (animators != null)
            {
                foreach (var animator in animators)
                {
                    if (animator.playableGraph.IsValid())
                    {
                        info.name  = animator.name;
                        info.graph = animator.playableGraph;
                        graphInfos.Add(info);
                    }
                }
            }
        }

        if (GraphVisualizerClient.GetGraphs() != null)
        {
            foreach (var clientGraph in GraphVisualizerClient.GetGraphs())
            {
                if (clientGraph.Key.IsValid())
                {
                    info.name  = clientGraph.Value;
                    info.graph = clientGraph.Key;
                    graphInfos.Add(info);
                }
            }
        }

        // Early out if there is no graphs.
        if (graphInfos.Count == 0)
        {
            ShowMessage("No PlayableGraph in the scene");
            return;
        }

        GUILayout.BeginVertical();
        m_CurrentGraphInfo = GetSelectedGraphInToolBar(graphInfos, m_CurrentGraphInfo);
        GUILayout.EndVertical();

        if (!m_CurrentGraphInfo.graph.IsValid())
        {
            ShowMessage("Selected PlayableGraph is invalid");
            return;
        }

        var graph = new PlayableGraphVisualizer(m_CurrentGraphInfo.graph);

        graph.Refresh();

        if (graph.IsEmpty())
        {
            ShowMessage("Selected PlayableGraph is empty");
            return;
        }

        if (m_Layout == null)
        {
            m_Layout = new ReingoldTilford();
        }

        m_Layout.CalculateLayout(graph);

        var graphRect = new Rect(0, s_ToolbarHeight, position.width, position.height - s_ToolbarHeight);

        if (m_Renderer == null)
        {
            m_Renderer = new DefaultGraphRenderer();
        }

        m_Renderer.Draw(m_Layout, graphRect, m_GraphSettings);
    }