Exemple #1
0
        public void ReloadChange()
        {
            selectedGraph = 0;
            bcg           = null;

            BocsCyclesNodeManager.Reset();

            if (Selection.activeGameObject != null)
            {
                bcg = Selection.activeGameObject.GetComponent <BocsCyclesMaterial>();
                if (bcg != null)
                {
                    graphType = GraphType.Material;
                    LoadNodes();
                    return;
                }

                bcg = Selection.activeGameObject.GetComponent <BocsCyclesLight>();
                if (bcg != null)
                {
                    graphType = GraphType.Light;
                    LoadNodes();
                    return;
                }

                bcg = Selection.activeGameObject.GetComponent <BocsCyclesCamera>();
                if (bcg != null)
                {
                    graphType = GraphType.World;
                    LoadNodes();
                    return;
                }
            }
        }
Exemple #2
0
 protected void OnDestroy()
 {
     SaveNodes();
     bcg           = null;
     selectedGraph = 0;
     graphType     = GraphType.None;
 }
        private static void _addShaderGraph(XmlTextWriter xml, BocsCyclesGraphBase graph, string name)
        {
            string saved = BocsCyclesNodeManager.SaveGraph();

            for (int graphIndex = 0; graphIndex < graph.GetGraphCount(); graphIndex++)
            {
                BocsCyclesNodeManager.LoadGraph(graph.GetGraph(graphIndex));

                if (name != string.Empty)
                {
                    xml.WriteStartElement("shader");
                    xml.WriteAttributeString("name", name + graphIndex);
                }

                for (int nid = 0; nid < BocsCyclesNodeManager.Nodes.Count; nid++)
                {
                    BocsNodeBase n = BocsCyclesNodeManager.Nodes[nid];

                    if (n.NodeName == "output")
                    {
                        continue;                        //shaders have one by default
                    }
                    xml.WriteStartElement(n.NodeName);
                    xml.WriteAttributeString("name", n.NodeName + nid);
                    for (int sid = 0; sid < n.Slots.Count; sid++)
                    {
                        BocsSlotBase slot = n.Slots[sid];
                        string       val  = slot.GetXML();
                        if (val != string.Empty)
                        {
                            xml.WriteAttributeString(slot.SlotName, val);
                        }
                    }
                    xml.WriteEndElement();
                }
                for (int nid = 0; nid < BocsCyclesNodeManager.Nodes.Count; nid++)
                {
                    BocsNodeBase n = BocsCyclesNodeManager.Nodes[nid];
                    for (int sid = 0; sid < n.Slots.Count; sid++)
                    {
                        BocsSlotBase slot = n.Slots[sid];
                        foreach (BocsSlotBase c in slot.OutputSlots)
                        {
                            int          toID      = BocsCyclesNodeManager.FindNodeFromSlot(c);
                            BocsNodeBase toNode    = BocsCyclesNodeManager.Nodes[toID];
                            string       toConnect = "output";
                            if (toNode.NodeName != "output")
                            {
                                toConnect = toNode.NodeName + toID;
                            }

                            xml.WriteStartElement("connect");
                            xml.WriteAttributeString("from", n.NodeName + nid + " " + slot.SlotName);
                            xml.WriteAttributeString("to", toConnect + " " + c.SlotName);
                            xml.WriteEndElement();
                        }
                    }
                }

                if (name != string.Empty)
                {
                    xml.WriteEndElement();
                }
            }

            BocsCyclesNodeManager.LoadGraph(saved);
        }