public static void checkInit() { if (!initiated && !InitiationError) { #if UNITY_EDITOR Object script = UnityEditor.AssetDatabase.LoadAssetAtPath(editorPath + "Framework/NodeEditor.cs", typeof(Object)); if (script == null) { Debug.LogError("Node Editor: Not installed in default directory '" + editorPath + "'! Please modify the editorPath variable in the source!"); InitiationError = true; return; } #endif ResourceManager.Init(editorPath + "Resources/"); if (!NodeEditorGUI.Init()) { InitiationError = true; } ConnectionTypes.FetchTypes(); NodeTypes.FetchNodes(); NodeEditorCallbacks.SetupReceivers(); NodeEditorCallbacks.IssueOnEditorStartUp(); GUIScaleUtility.Init(); initiated = true; } }
public static void ReInit(bool GUIFunction) { CheckEditorPath(); // Init Resource system. Can be called anywhere else, too, if it's needed before. ResourceManager.Init(editorPath + "Resources/"); // Init NE GUI. I may throw an error if a texture was not found. if (!NodeEditorGUI.Init(GUIFunction)) { InitiationError = true; return; } // Run fetching algorithms searching the script assemblies for Custom Nodes / Connection Types ConnectionTypes.FetchTypes(); NodeTypes.FetchNodes(); // Setup Callback system NodeEditorCallbacks.SetupReceivers(); NodeEditorCallbacks.IssueOnEditorStartUp(); // Init GUIScaleUtility. This fetches reflected calls and my throw a message notifying about incompability. GUIScaleUtility.Init(); #if UNITY_EDITOR RepaintClients(); #endif initiated = true; }
/// <summary> /// Setup of the GUI. Only called when a GUI representation is actually used. /// </summary> private static void setupGUI() { initiatedGUI = false; // Init GUIScaleUtility. This fetches reflected calls and might throw a message notifying about incompability. GUIScaleUtility.CheckInit(); if (!NodeEditorGUI.Init()) { InitiationError = true; return; } #if UNITY_EDITOR RepaintClients(); #endif initiatedGUI = true; }
public static void ReInit(bool GUIFunction) { CheckEditorPath(); ResourceManager.SetDefaultResourcePath(editorPath + "Resources/"); if (!NodeEditorGUI.Init(GUIFunction)) { InitiationError = true; } else { ConnectionTypes.FetchTypes(); NodeTypes.FetchNodes(); NodeCanvasManager.GetAllCanvasTypes(); NodeEditorCallbacks.SetupReceivers(); NodeEditorCallbacks.IssueOnEditorStartUp(); GUIScaleUtility.CheckInit(); NodeEditorInputSystem.SetupInput(); initiated = GUIFunction; } }