コード例 #1
0
                void OnEnable()
                {
                    NodeGraphComponent nodeGraphComponent = (NodeGraphComponent)target;

                    _unscaledTime      = serializedObject.FindProperty("_unscaledTime");
                    _runInEditor       = serializedObject.FindProperty("_runInEditor");
                    _nodeGraphRef      = serializedObject.FindProperty("_nodeGraphRef");
                    _nodeGraphRefAsset = _nodeGraphRef.FindPropertyRelative("_file");

                    _floatInputs          = serializedObject.FindProperty("_floatInputs");
                    _intInputs            = serializedObject.FindProperty("_intInputs");
                    _floatRangeInputs     = serializedObject.FindProperty("_floatRangeInputs");
                    _intRangeInputs       = serializedObject.FindProperty("_intRangeInputs");
                    _vector2Inputs        = serializedObject.FindProperty("_vector2Inputs");
                    _vector3Inputs        = serializedObject.FindProperty("_vector3Inputs");
                    _vector4Inputs        = serializedObject.FindProperty("_vector4Inputs");
                    _quaternionInputs     = serializedObject.FindProperty("_quaternionInputs");
                    _colorInputs          = serializedObject.FindProperty("_colorInputs");
                    _stringInputs         = serializedObject.FindProperty("_stringInputs");
                    _boolInputs           = serializedObject.FindProperty("_boolInputs");
                    _gradientInputs       = serializedObject.FindProperty("_gradientInputs");
                    _animationCurveInputs = serializedObject.FindProperty("_animationCurveInputs");
                    _transformInputs      = serializedObject.FindProperty("_transformInputs");
                    _gameObjectInputs     = serializedObject.FindProperty("_gameObjectInputs");
                    _componentInputs      = serializedObject.FindProperty("_componentInputs");
                    _materialInputs       = serializedObject.FindProperty("_materialInputs");
                    _textureInputs        = serializedObject.FindProperty("_textureInputs");

                    if (nodeGraphComponent.GetNodeGraph() == null)
                    {
                        nodeGraphComponent.LoadNodeGraph();
                    }

                    _nodeGraph = nodeGraphComponent.GetNodeGraph();
                }
コード例 #2
0
                public override void OnInspectorGUI()
                {
                    NodeGraphComponent nodeGraphComponent = (NodeGraphComponent)target;

                    EditorGUILayout.PropertyField(_unscaledTime);

                    {
                        EditorGUI.BeginChangeCheck();
                        EditorGUILayout.PropertyField(_runInEditor);
                        if (EditorGUI.EndChangeCheck() && _runInEditor.boolValue)
                        {
                            nodeGraphComponent.LoadNodeGraph();
                            _nodeGraph = nodeGraphComponent.GetNodeGraph();
                        }
                    }

                    {
                        _nodeGraphRefOut = EditorGUILayout.Foldout(_nodeGraphRefOut, "Node Graph");

                        if (_nodeGraphRefOut)
                        {
                            int origIndent = EditorGUI.indentLevel;
                            EditorGUI.indentLevel++;

                            EditorGUI.BeginChangeCheck();

                            EditorGUILayout.PropertyField(_nodeGraphRefAsset);

                            if (EditorGUI.EndChangeCheck())
                            {
                                SyncInputNodes(new Node[0]);
                                serializedObject.ApplyModifiedProperties();
                                nodeGraphComponent.LoadNodeGraph();
                                _nodeGraph = nodeGraphComponent.GetNodeGraph();
                            }

                            EditorGUILayout.BeginHorizontal();
                            {
                                EditorGUILayout.LabelField(GUIContent.none, GUILayout.Width(EditorGUIUtility.labelWidth - (EditorGUI.indentLevel * 15.0f) + 11));

                                if (GUILayout.Button("Edit"))
                                {
                                    NodeGraphEditorWindow.Load(_nodeGraphRefAsset.objectReferenceValue as TextAsset);
                                }
                                else if (GUILayout.Button("Refresh"))
                                {
                                    nodeGraphComponent.LoadNodeGraph();
                                    _nodeGraph = nodeGraphComponent.GetNodeGraph();
                                }
                            }
                            EditorGUILayout.EndHorizontal();

                            EditorGUI.indentLevel = origIndent;
                        }
                    }

                    if (_nodeGraph != null)
                    {
                        _inputsFoldOut = EditorGUILayout.Foldout(_inputsFoldOut, "Inputs");

                        if (_inputsFoldOut)
                        {
                            int origIndent = EditorGUI.indentLevel;
                            EditorGUI.indentLevel++;

                            Node[] inputNodes = _nodeGraph.GetInputNodes();

                            //First sync nodes with objects in _inputObjects
                            SyncInputNodes(inputNodes);

                            RenderInputArray(nodeGraphComponent, _floatInputs, ref _floatsInputsFoldOut);
                            RenderInputArray(nodeGraphComponent, _intInputs, ref _intInputsFoldOut);
                            RenderInputArray(nodeGraphComponent, _floatRangeInputs, ref _floatRangeInputsFoldOut);
                            RenderInputArray(nodeGraphComponent, _intRangeInputs, ref _intRangeInputsFoldOut);
                            RenderInputArray(nodeGraphComponent, _vector2Inputs, ref _vector2InputsFoldOut);
                            RenderInputArray(nodeGraphComponent, _vector3Inputs, ref _vector3InputsFoldOut);
                            RenderInputArray(nodeGraphComponent, _vector4Inputs, ref _vector4InputsFoldOut);
                            RenderInputArray(nodeGraphComponent, _quaternionInputs, ref _quaternionInputsFoldOut);
                            RenderInputArray(nodeGraphComponent, _colorInputs, ref _colorInputsFoldOut);
                            RenderInputArray(nodeGraphComponent, _stringInputs, ref _stringInputsFoldOut);
                            RenderInputArray(nodeGraphComponent, _boolInputs, ref _boolInputsFoldOut);
                            RenderInputArray(nodeGraphComponent, _gradientInputs, ref _gradientInputsFoldOut);
                            RenderInputArray(nodeGraphComponent, _animationCurveInputs, ref _animationCurveInputsFoldOut);
                            RenderInputArray(nodeGraphComponent, _transformInputs, ref _transformInputsFoldOut);
                            RenderInputArray(nodeGraphComponent, _gameObjectInputs, ref _gameObjectInputsFoldOut);
                            RenderInputArray(nodeGraphComponent, _componentInputs, ref _componentInputsFoldOut);
                            RenderInputArray(nodeGraphComponent, _materialInputs, ref _materialInputsFoldOut);
                            RenderInputArray(nodeGraphComponent, _textureInputs, ref _textureInputsFoldOut);

                            EditorGUI.indentLevel = origIndent;
                        }
                    }

                    serializedObject.ApplyModifiedProperties();
                }