void CreateLinkBetweenPins(GraphPin outputPin, GraphPin inputPin)
        {
            if (outputPin.PinType != GraphPinType.Output && inputPin.PinType != GraphPinType.Input)
            {
                Debug.LogError("Pin type mismatch");
                return;
            }

            // Make sure they are not from the same node
            if (outputPin.Node == inputPin.Node)
            {
                Debug.LogError("Linking pins from the same node");
                return;
            }

            // Create a link
            var link = GraphOperations.CreateLink <GraphLink>(graph, outputPin, inputPin);

            if (link != null)
            {
                DungeonEditorHelper.AddToAsset(graph, link);
                graph.NotifyStateChanged();
            }
            else
            {
                Debug.Log("GraphSchema: Link not allowed");
            }
        }
        void PerformPaste(Event e)
        {
            var copyText   = EditorGUIUtility.systemCopyBuffer;
            var serializer = new System.Xml.Serialization.XmlSerializer(typeof(string[]));

            string[] copyNodeIds = (string[])serializer.Deserialize(new System.IO.StringReader(copyText));

            var   mouseWorld   = camera.ScreenToWorld(e.mousePosition);
            float offsetXDelta = 130;
            float offsetX      = 0;

            foreach (var id in copyNodeIds)
            {
                var sourceNode = graph.GetNode(id);
                var copiedNode = GraphOperations.DuplicateNode(graph, sourceNode);

                // Add the copied node to the asset file
                DungeonEditorHelper.AddToAsset(graph, copiedNode);

                // Update the bounds of the node to move it near the cursor
                var bounds = copiedNode.Bounds;
                bounds.x          = mouseWorld.x + offsetX;
                bounds.y          = mouseWorld.y;
                copiedNode.Bounds = bounds;

                offsetX += offsetXDelta;
            }
        }
        /// <summary>
        /// Creates a new node in the specified screen coordinate
        /// </summary>
        /// <typeparam name="T">The type of node to created. Should be a subclass of GraphNode</typeparam>
        /// <param name="screenCoord">The screen coordinate to place the node at</param>
        /// <returns>The created graph node</returns>
        public T CreateNode <T>(Vector2 screenCoord) where T : GraphNode, new()
        {
            var node = GraphOperations.CreateNode <T>(graph);

            DungeonEditorHelper.AddToAsset(graph, node);
            var screenPosition = screenCoord - node.Bounds.size / 2;

            node.Position = camera.ScreenToWorld(screenPosition);
            BringToFront(node);
            return(node);
        }
Exemplo n.º 4
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        public virtual GraphNode CreateNode(Vector2 screenCoord, UnityEngine.Object hostAsset, System.Type nodeType)
        {
            var node = GraphOperations.CreateNode(graph, nodeType);

            DungeonEditorHelper.AddToAsset(hostAsset, node);

            var nodeScreenSize = node.Bounds.size / camera.ZoomLevel;
            var screenPosition = screenCoord - nodeScreenSize / 2;

            node.Position = camera.ScreenToWorld(screenPosition);
            BringToFront(node);

            events.OnNodeCreated.Notify(new GraphNodeEventArgs(node));
            return(node);
        }