FetchTypes() 공개 정적인 메소드

Fetches every Type Declaration in the assembly
public static FetchTypes ( ) : void
리턴 void
        /// <summary>
        /// Setup of the base framework. Enough to manage and calculate canvases.
        /// </summary>
        private static void setupBaseFramework()
        {
            CheckEditorPath();

            // Init Resource system. Can be called anywhere else, too, if it's needed before.
            ResourceManager.SetDefaultResourcePath(editorPath + "Resources/");

            // Run fetching algorithms searching the script assemblies for Custom Nodes / Connection Types / NodeCanvas Types
            ConnectionTypes.FetchTypes();
            NodeTypes.FetchNodes();
            NodeCanvasManager.GetAllCanvasTypes();

            // Setup Callback system
            NodeEditorCallbacks.SetupReceivers();
            NodeEditorCallbacks.IssueOnEditorStartUp();

            // Init input
            NodeEditorInputSystem.SetupInput();

                #if UNITY_EDITOR
            UnityEditor.EditorApplication.update -= Update;
            UnityEditor.EditorApplication.update += Update;
                #endif

            initiatedBase = true;
        }
예제 #2
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        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;
            }
        }
예제 #3
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        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;
        }
예제 #4
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        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

                Background = LoadTexture("Textures/background.png");
                AALineTex  = LoadTexture("Textures/AALine.png");
                if (!Background || !AALineTex)
                {
                    InitiationError = true;
                    return;
                }

                ConnectionTypes.FetchTypes();
                NodeTypes.FetchNodes();
                NodeEditorCallbacks.SetupReceivers();
                NodeEditorCallbacks.IssueOnEditorStartUp();

                // Styles
                nodeBox = new GUIStyle(GUI.skin.box);

        #if UNITY_EDITOR
                nodeBox.normal.background = ColorToTex(UnityEditor.EditorGUIUtility.isProSkin? new Color(0.5f, 0.5f, 0.5f) : new Color(0.2f, 0.2f, 0.2f));
        #else
                nodeBox.normal.background = ColorToTex(new Color(0.2f, 0.2f, 0.2f));
        #endif

                nodeBox.normal.textColor = new Color(0.7f, 0.7f, 0.7f);

                nodeButton = new GUIStyle(GUI.skin.button);

                nodeLabel = new GUIStyle(GUI.skin.label);
                nodeLabel.normal.textColor = new Color(0.7f, 0.7f, 0.7f);

                nodeLabelBold           = new GUIStyle(nodeLabel);
                nodeLabelBold.fontStyle = FontStyle.Bold;
                nodeLabelBold.wordWrap  = false;

                initiated = true;
            }
            return;
        }
예제 #5
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 private void CheckType()
 {
     if (_typeData == null || !_typeData.isValid())
     {
         _typeData = ConnectionTypes.GetTypeData(typeID);
     }
     if (_typeData == null || !_typeData.isValid())
     {
         ConnectionTypes.FetchTypes();
         _typeData = ConnectionTypes.GetTypeData(typeID);
         if (_typeData == null || !_typeData.isValid())
         {
             throw new UnityException("Could not find type " + typeID + "!");
         }
     }
 }
 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;
     }
 }