/// <summary>
        /// Loads the mainNodeCanvas and it's associated mainEditorState from an asset at path
        /// </summary>
        public void LoadNodeCanvas(string path)
        {
            // Load the NodeCanvas
            NodeCanvas nodeCanvas = NodeEditor.LoadNodeCanvas(path);

            if (nodeCanvas == null)
            {
                return;
            }
            mainNodeCanvas = nodeCanvas;

            // Load the associated MainEditorState
            List <NodeEditorState> editorStates = NodeEditor.LoadEditorStates(path);

            mainEditorState = editorStates.Find(x => x.name == "MainEditorState");
            if (mainEditorState == null)
            {
                mainEditorState = CreateInstance <NodeEditorState> ();
            }

            // Set some editor properties
            string[] folders = path.Split(new char[] { '/' }, StringSplitOptions.None);
            openedCanvas     = folders [folders.Length - 1];
            openedCanvasPath = path;

            NodeEditor.RecalculateAll(mainNodeCanvas);
            Repaint();
        }
 public void DrawSideWindow()
 {
     GUILayout.Label(new GUIContent("CSG Editor (" + openedCanvas + ")", "The currently opened canvas in the CSG Editor"), NodeEditor.nodeLabelBold);
     GUILayout.Label(new GUIContent("Do note that changes will be saved automatically!", "All changes are automatically saved to the currently opened canvas (see above) if it's present in the Project view."), NodeEditor.nodeLabel);
     if (GUILayout.Button(new GUIContent("Save Canvas", "Saves the canvas as a new Canvas Asset File in the Assets Folder")))
     {
         SaveNodeCanvas(EditorUtility.SaveFilePanelInProject("Save Node Canvas", "Node Canvas", "asset", "Saving to a file is only needed once.", NodeEditor.editorPath + "Saves/"));
     }
     if (GUILayout.Button(new GUIContent("Load Canvas", "Loads the canvas from a Canvas Asset File in the Assets Folder"), NodeEditor.nodeButton))
     {
         string path = EditorUtility.OpenFilePanel("Load Node Canvas", NodeEditor.editorPath + "Saves/", "asset");
         if (!path.Contains(Application.dataPath))
         {
             if (path != String.Empty)
             {
                 ShowNotification(new GUIContent("You should select an asset inside your project folder!"));
             }
             return;
         }
         path = path.Replace(Application.dataPath, "Assets");
         LoadNodeCanvas(path);
     }
     if (GUILayout.Button(new GUIContent("New Canvas", "Creates a new Canvas (remember to save the previous one to a referenced Canvas Asset File at least once before! Else it'll be lost!)"), NodeEditor.nodeButton))
     {
         NewNodeCanvas();
     }
     if (GUILayout.Button(new GUIContent("Recalculate All", "Starts to calculate from the beginning off."), NodeEditor.nodeButton))
     {
         NodeEditor.RecalculateAll(mainNodeCanvas);
     }
     NodeEditor.knobSize  = EditorGUILayout.IntSlider(new GUIContent("Handle Size", "The size of the handles of the Node Inputs/Outputs"), NodeEditor.knobSize, 12, 20);
     mainEditorState.zoom = EditorGUILayout.Slider(new GUIContent("Zoom"), mainEditorState.zoom, 0.6f, 2);
 }
Exemple #3
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        /// <summary>
        /// Loads the mainNodeCanvas and it's associated mainEditorState from an asset at path
        /// </summary>
        public void LoadNodeCanvas(string path)
        {
            // Load the NodeCanvas
            mainNodeCanvas = NodeEditorSaveManager.LoadNodeCanvas(path, true);
            if (mainNodeCanvas == null)
            {
                Debug.Log("Error loading NodeCanvas from '" + path + "'!");
                NewNodeCanvas();
                return;
            }

            // Load the associated MainEditorState
            List <NodeEditorState> editorStates = NodeEditorSaveManager.LoadEditorStates(path, true);

            if (editorStates.Count == 0)
            {
                mainEditorState = ScriptableObject.CreateInstance <NodeEditorState> ();
                Debug.LogError("The save file '" + path + "' did not contain an associated NodeEditorState!");
            }
            else
            {
                mainEditorState = editorStates.Find(x => x.name == "MainEditorState");
                if (mainEditorState == null)
                {
                    mainEditorState = editorStates[0];
                }
            }
            mainEditorState.canvas = mainNodeCanvas;

            openedCanvasPath = path;
            NodeEditor.RecalculateAll(mainNodeCanvas);
            SaveCache();
            Repaint();
        }
        /// <summary>
        /// Loads the canvas from the cache save file
        /// Called whenever a reload was made
        /// </summary>
        private void LoadCache()
        {
            if (!useCache)
            {
                NewNodeCanvas();
                return;
            }
            // Try to load the NodeCanvas
            if (!File.Exists(lastSessionPath) || (nodeCanvas = NodeEditorSaveManager.LoadNodeCanvas(lastSessionPath, false)) == null)
            //if(true)
            {
                NewNodeCanvas();
                return;
            }

            // Fetch the associated MainEditorState
            editorState = NodeEditorSaveManager.ExtractEditorState(nodeCanvas, MainEditorStateIdentifier);
            if (!UnityEditor.AssetDatabase.Contains(editorState))
            {
                NodeEditorSaveManager.AddSubAsset(editorState, lastSessionPath);
            }

            CheckCurrentCache();

            NodeEditor.RecalculateAll(nodeCanvas);
            NodeEditor.RepaintClients();
        }
Exemple #5
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        /// <summary>
        /// Loads the mainNodeCanvas and it's associated mainEditorState from an asset at path
        /// </summary>
        public void LoadNodeCanvas(string path)
        {
            // Load the NodeCanvas
            NodeCanvas nodeCanvas = NodeEditor.LoadNodeCanvas(path);

            if (nodeCanvas == null)
            {
                NewNodeCanvas();
                return;
            }
            mainNodeCanvas = nodeCanvas;

            // Load the associated MainEditorState
            List <NodeEditorState> editorStates = NodeEditor.LoadEditorStates(path);

            mainEditorState = editorStates.Find(x => x.name == "MainEditorState");
            if (mainEditorState == null)
            {
                mainEditorState = CreateInstance <NodeEditorState> ();
            }

            // Set some editor properties
            openedCanvasPath = path;

            NodeEditor.RecalculateAll(mainNodeCanvas);
            Repaint();
        }
Exemple #6
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        /// <summary>
        /// Loads the mainNodeCanvas and it's associated mainEditorState from an asset at path
        /// </summary>
        public void LoadNodeCanvas(string path)
        {
            // Load the NodeCanvas
            mainNodeCanvas = NodeEditor.LoadNodeCanvas(path);
            if (mainNodeCanvas == null)
            {
                NewNodeCanvas();
                return;
            }

            // Load the associated MainEditorState
            List <NodeEditorState> editorStates = NodeEditor.LoadEditorStates(path);

            if (editorStates.Count == 0)
            {
                mainEditorState = ScriptableObject.CreateInstance <NodeEditorState> ();
            }
            else
            {
                mainEditorState = editorStates.Find(x => x.name == "MainEditorState");
                if (mainEditorState == null)
                {
                    mainEditorState = editorStates[0];
                }
            }
            mainEditorState.canvas = mainNodeCanvas;

            openedCanvasPath = path;
            NodeEditor.RecalculateAll(mainNodeCanvas);
            //SaveCache ();
            Repaint();
        }
        private void DrawSideWindow()
        {
            GUILayout.Label(new GUIContent("Node Editor (" + mainNodeCanvas.name + ")", "Opened Canvas path: " + openedCanvasPath), NodeEditorGUI.nodeLabelBold);

            if (GUILayout.Button(new GUIContent("Save Canvas", "Saves the Canvas to a Canvas Save File in the Assets Folder")))
            {
                string path = EditorUtility.SaveFilePanelInProject("Save Node Canvas", "Node Canvas", "asset", "", NodeEditor.editorPath + "Resources/Saves/");
                if (!string.IsNullOrEmpty(path))
                {
                    SaveNodeCanvas(path);
                }
            }

            if (GUILayout.Button(new GUIContent("Load Canvas", "Loads the Canvas from a Canvas Save File in the Assets Folder")))
            {
                string path = EditorUtility.OpenFilePanel("Load Node Canvas", NodeEditor.editorPath + "Resources/Saves/", "asset");
                if (!path.Contains(Application.dataPath))
                {
                    if (!string.IsNullOrEmpty(path))
                    {
                        ShowNotification(new GUIContent("You should select an asset inside your project folder!"));
                    }
                }
                else
                {
                    path = path.Replace(Application.dataPath, "Assets");
                    LoadNodeCanvas(path);
                }
            }

            if (GUILayout.Button(new GUIContent("New Canvas", "Loads an empty Canvas")))
            {
                NewNodeCanvas();
            }

            if (GUILayout.Button(new GUIContent("Recalculate All", "Initiates complete recalculate. Usually does not need to be triggered manually.")))
            {
                NodeEditor.RecalculateAll(mainNodeCanvas);
            }

            if (GUILayout.Button("Force Re-Init"))
            {
                NodeEditor.ReInit(true);
            }

            if (NodeEditor.isTransitioning(mainNodeCanvas) && GUILayout.Button("Stop Transitioning"))
            {
                NodeEditor.StopTransitioning(mainNodeCanvas);
            }

            NodeEditorGUI.knobSize = EditorGUILayout.IntSlider(new GUIContent("Handle Size", "The size of the Node Input/Output handles"), NodeEditorGUI.knobSize, 12, 20);
            mainEditorState.zoom   = EditorGUILayout.Slider(new GUIContent("Zoom", "Use the Mousewheel. Seriously."), mainEditorState.zoom, 0.6f, 2);

            if (mainEditorState.selectedNode != null && Event.current.type != EventType.Ignore)
            {
                mainEditorState.selectedNode.DrawNodePropertyEditor();
            }
        }
Exemple #8
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        public static void CreateEditor()
        {
            _editor                    = GetWindow <NodeEditorWindow>();
            _editor.minSize            = new Vector2(800, 600);
            NodeEditor.ClientRepaints += _editor.Repaint;
            NodeEditor.initiated       = NodeEditor.InitiationError = false;

            iconTexture          = ResourceManager.LoadTexture(EditorGUIUtility.isProSkin? "Textures/Icon_Dark.png" : "Textures/Icon_Light.png");
            _editor.titleContent = new GUIContent("Noise Designer", iconTexture);
            if (_editor.mainNodeCanvas != null && _editor.mainNodeCanvas.nodes != null && _editor.mainNodeCanvas.nodes.Count > 0)
            {
                NodeEditor.RecalculateAll(_editor.mainNodeCanvas);
            }
        }
        /// <summary>
        /// Loads the mainNodeCanvas and it's associated mainEditorState from an asset at path
        /// </summary>
        public void LoadNodeCanvas(string path)
        {
            // Try to load the NodeCanvas
            if (!File.Exists(path) || (nodeCanvas = NodeEditorSaveManager.LoadNodeCanvas(path, true)) == null)
            {
                NewNodeCanvas();
                return;
            }
            editorState = NodeEditorSaveManager.ExtractEditorState(nodeCanvas, MainEditorStateIdentifier);

            openedCanvasPath = path;
            if (useCache)
            {
                SaveCache();
            }
            NodeEditor.RecalculateAll(nodeCanvas);
            NodeEditor.RepaintClients();
        }
Exemple #10
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        public void DrawSideWindow()
        {
            GUILayout.Label(new GUIContent("Node Editor (" + mainNodeCanvas.name + ")", "Opened Canvas path: " + openedCanvasPath), NodeEditorGUI.nodeLabelBold);

            if (GUILayout.Button(new GUIContent("Save Canvas", "Saves the Canvas to a Canvas Save File in the Assets Folder")))
            {
                SaveNodeCanvas(EditorUtility.SaveFilePanelInProject("Save Node Canvas", "Node Canvas", "asset", "", ResourceManager.resourcePath + "Saves/"));
            }

            if (GUILayout.Button(new GUIContent("Load Canvas", "Loads the Canvas from a Canvas Save File in the Assets Folder")))
            {
                string path = EditorUtility.OpenFilePanel("Load Node Canvas", ResourceManager.resourcePath + "Saves/", "asset");
                if (!path.Contains(Application.dataPath))
                {
                    if (path != String.Empty)
                    {
                        ShowNotification(new GUIContent("You should select an asset inside your project folder!"));
                    }
                    return;
                }
                path = path.Replace(Application.dataPath, "Assets");
                LoadNodeCanvas(path);
            }

            if (GUILayout.Button(new GUIContent("New Canvas", "Loads an empty Canvas")))
            {
                NewNodeCanvas();
            }

            if (GUILayout.Button(new GUIContent("Recalculate All", "Initiates complete recalculate. Usually does not need to be triggered manually.")))
            {
                NodeEditor.RecalculateAll(mainNodeCanvas);
            }

            if (GUILayout.Button("Force Re-Init"))
            {
                NodeEditor.ReInit(true);
            }

            NodeEditorGUI.knobSize = EditorGUILayout.IntSlider(new GUIContent("Handle Size", "The size of the Node Input/Output handles"), NodeEditorGUI.knobSize, 12, 20);
            mainEditorState.zoom   = EditorGUILayout.Slider(new GUIContent("Zoom", "Use the Mousewheel. Seriously."), mainEditorState.zoom, 0.6f, 2);
        }
        /// <summary>
        /// Loads the mainNodeCanvas and it's associated mainEditorState from an asset at path
        /// </summary>
        public void LoadSceneNodeCanvas(string path)
        {
                #if UNITY_EDITOR
            if (useCache)
            {
                DeleteCache();
            }
                #endif
            // Try to load the NodeCanvas
            if ((nodeCanvas = NodeEditorSaveManager.LoadSceneNodeCanvas(path, true)) == null)
            {
                NewNodeCanvas();
                return;
            }
            editorState = NodeEditorSaveManager.ExtractEditorState(nodeCanvas, MainEditorStateIdentifier);

            openedCanvasPath = path;
            NodeEditor.RecalculateAll(nodeCanvas);
            NodeEditor.RepaintClients();
        }