public override void NodeGUI() { GUILayout.BeginHorizontal(); GUILayout.BeginVertical(); GUILayout.Label(block1Connection.name); block1Connection.SetPosition(); GUILayout.Label(block2Connection.name); block2Connection.SetPosition(); GUILayout.EndVertical(); GUILayout.BeginVertical(); GUILayout.Label(outputConnection.name); outputConnection.SetPosition(); GUILayout.EndVertical(); GUILayout.EndHorizontal(); RTEditorGUI.EnumPopup(new GUIContent("Combine", "The combination type to use"), mode, m => { if (mode != m) { mode = m; NodeEditor.curNodeCanvas.OnNodeChange(this); } }); if (GUI.changed) { NodeEditor.curNodeCanvas.OnNodeChange(this); } }
public override void NodeGUI() { // value = RTEditorGUI.FloatField(new GUIContent("Value", "The input value of type float"), value); inputType = (InputType)RTEditorGUI.EnumPopup(new GUIContent("Input type:", ""), inputType); RTEditorGUI.Space(); switch (inputType) { case InputType.player: playerValue = (PlayerValue)RTEditorGUI.EnumPopup(new GUIContent("Players value:", ""), playerValue); break; case InputType.agent: agentValue = (AgentValue)RTEditorGUI.EnumPopup(new GUIContent("This Agents value:", ""), agentValue); break; case InputType.world: worldValue = (WorldValue)RTEditorGUI.EnumPopup(new GUIContent("The Worlds value:", ""), worldValue); break; default: break; } outputKnob.SetPosition(); if (GUI.changed) { NodeEditor.curNodeCanvas.OnNodeChange(this); } }
public override void NodeGUI() { GUILayout.Space(5); GUILayout.BeginVertical("Box"); GUILayout.BeginHorizontal(); GUILayout.Label(new GUIContent("Actor", tooltip_name), GUILayout.Width(55f)); actor = GUILayout.TextField(actor, GUILayout.Width(MinSize.x - 75)); GUILayout.EndHorizontal(); GUILayout.BeginHorizontal(); GUILayout.Label(new GUIContent("Emotion", tooltip_name), GUILayout.Width(55f)); emotion = (Emotion)RTEditorGUI.EnumPopup(emotion, GUILayout.Width(MinSize.x - 75)); GUILayout.EndHorizontal(); GUILayout.Space(3); GUILayout.EndVertical(); GUILayout.BeginHorizontal(); GUILayout.Label(new GUIContent("Dialog Text", tooltip_text), NodeEditorGUI.nodeLabelBoldCentered); GUILayout.EndHorizontal(); GUILayout.BeginHorizontal(); GUIStyle dialogTextStyle = new GUIStyle(GUI.skin.textArea); dialogTextStyle.wordWrap = true; text = GUILayout.TextArea(text, GUI.skin.textArea, GUILayout.MinHeight(RTEditorGUI.lineHeight * 5)); GUILayout.EndHorizontal(); //Don't know why this code needs to be here exactly, but it makes everything nicer? maybe add to some static stuff? GUILayout.BeginHorizontal(); RTEditorGUI.labelWidth = 50; GUILayout.EndHorizontal(); }
public override void NodeGUI() { GUILayout.Space(5); GUILayout.BeginVertical("Box"); waitUntilFinished = RTEditorGUI.Toggle(waitUntilFinished, new GUIContent("Wait While Playing")); character = RTEditorGUI.TextField(new GUIContent("Character", "The character to be moved. Should have an EntityController in-scene. " + DialogStartNode.extenalDependencyTooltip), character); destination = RTEditorGUI.TextField(new GUIContent("Destination Object", "The object to move to." + DialogStartNode.extenalDependencyTooltip), destination); speed = RTEditorGUI.FloatField("Speed", speed); GUILayout.BeginHorizontal(); GUILayout.Label(new GUIContent("X Leniency")); xLeniency.min = RTEditorGUI.FloatField(xLeniency.min, GUILayout.Width(58)); GUILayout.Space(2); xLeniency.max = RTEditorGUI.FloatField(xLeniency.max, GUILayout.Width(58)); GUILayout.EndHorizontal(); GUILayout.BeginHorizontal(); GUILayout.Label(new GUIContent("Y Leniency")); yLeniency.min = RTEditorGUI.FloatField(yLeniency.min, GUILayout.Width(58)); GUILayout.Space(2); yLeniency.max = RTEditorGUI.FloatField(yLeniency.max, GUILayout.Width(58)); GUILayout.EndHorizontal(); endFacing = (Direction)RTEditorGUI.EnumPopup("End Facing", endFacing); GUILayout.EndVertical(); //Don't know why this code needs to be here exactly, but it makes everything nicer? maybe add to some static stuff? GUILayout.BeginHorizontal(); RTEditorGUI.labelWidth = 50; GUILayout.EndHorizontal(); }
public override void NodeGUI() { GUILayout.BeginHorizontal(); GUILayout.BeginVertical(); input.DisplayLayout(); GUILayout.BeginHorizontal(); GUILayout.Label(surfaceConnection.name); if (!surfaceConnection.connected()) { surface = RTEditorGUI.FloatField(GUIContent.none, surface); } surfaceConnection.SetPosition(); GUILayout.EndHorizontal(); GUILayout.EndVertical(); GUILayout.EndHorizontal(); RTEditorGUI.EnumPopup(new GUIContent("Generation", "The type of Vertex generation"), mode, m => { if (mode != m) { mode = m; NodeEditor.curNodeCanvas.OnNodeChange(this); } }); if (GUI.changed) { NodeEditor.curNodeCanvas.OnNodeChange(this); } }
public override void NodeGUI() { GUILayout.BeginHorizontal(); GUILayout.BeginVertical(); input.DisplayLayout(); GUILayout.EndVertical(); GUILayout.EndHorizontal(); mode = (MarchingMode)RTEditorGUI.EnumPopup(new GUIContent("Vertex Generation", "The type of Vertex generation"), mode); }
protected override void DrawConfigurationGUI() { base.DrawConfigurationGUI(); _passType = (PassType)RTEditorGUI.EnumPopup("Pass type", _passType); if (_passType == PassType.High || _passType == PassType.Range) { _min = RTEditorGUI.FloatField("Min", _min); } if (_passType == PassType.Low || _passType == PassType.Range) { _max = RTEditorGUI.FloatField("Max", _max); } }
public override void NodeGUI() { outputKnob.DisplayLayout(); _frequency = RTEditorGUI.FloatField(new GUIContent("Frequency"), _frequency); _lacunarity = RTEditorGUI.FloatField(new GUIContent("Lacunarity"), _lacunarity); _octaves = RTEditorGUI.IntField(new GUIContent("Octaves"), _octaves); _seed = SeedGUIUtils.SeedInput(_seedInputKnob, _seed); _quality = (QualityMode)RTEditorGUI.EnumPopup(new GUIContent("Quality"), _quality); if (GUI.changed) { NodeEditor.curNodeCanvas.OnNodeChange(this); } }
public override void NodeGUI() { RTEditorGUI.labelWidth = 50; GUILayout.Space(5); GUILayout.BeginVertical("Box"); waitUntilFinished = RTEditorGUI.Toggle(waitUntilFinished, new GUIContent("Wait While Playing")); character = RTEditorGUI.TextField(new GUIContent("Character", "The character to be moved. Should have an EntityController in-scene. " + DialogStartNode.extenalDependencyTooltip), character); facing = (Direction)RTEditorGUI.EnumPopup(new GUIContent("Direction"), facing); GUILayout.EndVertical(); //Don't know why this code needs to be here exactly, but it makes everything nicer? maybe add to some static stuff? GUILayout.BeginHorizontal(); RTEditorGUI.labelWidth = 50; GUILayout.EndHorizontal(); }
public override void NodeGUI() { GUILayout.Space(5); GUILayout.BeginVertical("Box"); GUILayout.Label(new GUIContent("Data to Test", tooltip_data), NodeEditorGUI.nodeLabelBoldCentered); GUILayout.BeginHorizontal(); exprType = (controlExpressionType)RTEditorGUI.EnumPopup(exprType, GUILayout.Width(75)); if (exprType == controlExpressionType.Variable) { variableName = GUILayout.TextField(variableName, GUILayout.Width(200f)); } GUILayout.Space(5); GUILayout.EndHorizontal(); GUILayout.EndVertical(); GUILayout.BeginVertical(); if (listGUI == null) { RKnobListGUI <BranchCase> .ElementGUI eGUI = (elt, rect) => { #if UNITY_EDITOR float xOffset = 0; Rect UIrect = new Rect(rect.x, rect.y + 2, 60, RTEditorGUI.lineHeight); elt.type = (BranchCase.CaseType)EditorGUI.EnumPopup(UIrect, GUIContent.none, elt.type); xOffset += (UIrect.width + 2); UIrect = new Rect(rect.x + xOffset, rect.y + 1, 170, RTEditorGUI.lineHeight); elt.pattern = GUI.TextField(UIrect, elt.pattern); xOffset += (UIrect.width + 2); UIrect = new Rect(rect.x + xOffset, rect.y + 1, 20, RTEditorGUI.lineHeight); xOffset += (UIrect.width + 2); UIrect = new Rect(rect.x + xOffset, rect.y + 1, 20, RTEditorGUI.lineHeight); #endif }; listGUI = new RKnobListGUI <BranchCase>(cases, new GUIContent("Branch Cases"), eGUI, (elt) => RTEditorGUI.lineHeight, (item) => new ConnectionKnob[] { item.connection }, (item, rect) => item.connection.SetPosition(rect.yMin + (NodeEditorGUI.knobSize * 2) - 3), () => new BranchCase(this)); } listGUI.DoLayoutList(); GUILayout.EndVertical(); GUILayout.BeginVertical("Box"); GUILayout.Label(new GUIContent("Default Branch", tooltip_branch_default), NodeEditorGUI.nodeLabelBoldCentered); toDefaultBranch.SetPosition(); GUILayout.EndVertical(); }
public override void NodeGUI() { GUILayout.BeginHorizontal(); GUILayout.BeginVertical(); // First input if (input1Knob.connected()) { GUILayout.Label(input1Knob.name); } else { Input1Val = RTEditorGUI.FloatField(GUIContent.none, Input1Val); } input1Knob.SetPosition(); // Second input if (input2Knob.connected()) { GUILayout.Label(input2Knob.name); } else { Input2Val = RTEditorGUI.FloatField(GUIContent.none, Input2Val); } input2Knob.SetPosition(); GUILayout.EndVertical(); GUILayout.BeginVertical(); // Output outputKnob.DisplayLayout(); GUILayout.EndVertical(); GUILayout.EndHorizontal(); type = (CalcType)RTEditorGUI.EnumPopup(new GUIContent("Calculation Type", "The type of calculation performed on Input 1 and Input 2"), type); if (GUI.changed) { NodeEditor.curNodeCanvas.OnNodeChange(this); } }
public override void NodeGUI() { RTEditorGUI.labelWidth = 50; GUILayout.Space(5); GUILayout.BeginVertical("Box"); waitUntilFinished = RTEditorGUI.Toggle(waitUntilFinished, new GUIContent("Wait While Playing")); target = RTEditorGUI.TextField(new GUIContent("Target object", "The GameObject to move to. " + DialogStartNode.extenalDependencyTooltip), target); movementType = (MoveType)RTEditorGUI.EnumPopup(new GUIContent("Movement Type"), movementType); if (movementType == MoveType.Linear) { maxPullSpeed = RTEditorGUI.FloatField("Speed", maxPullSpeed); } else { maxPullSpeed = RTEditorGUI.FloatField("Max Pull Speed", maxPullSpeed); snapTime = RTEditorGUI.FloatField("Snap Time", snapTime); } GUILayout.EndVertical(); //Don't know why this code needs to be here exactly, but it makes everything nicer? maybe add to some static stuff? GUILayout.BeginHorizontal(); RTEditorGUI.labelWidth = 50; GUILayout.EndHorizontal(); }
protected override void DrawConfigurationGUI() { base.DrawConfigurationGUI(); _combineMode = (CombineMode)RTEditorGUI.EnumPopup("Combine mode", _combineMode); }