/// <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; }
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; } }
/// <summary> /// Re-Inits the NodeCanvas regardless of whetehr it was initiated before /// </summary> public static void ReInit(bool GUIFunction) { CheckEditorPath(); // Init Resource system. Can be called anywhere else, too, if it's needed before. ResourceManager.SetDefaultResourcePath(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(); NodeCanvasManager.GetAllCanvasTypes(); // Setup Callback system NodeEditorCallbacks.SetupReceivers(); NodeEditorCallbacks.IssueOnEditorStartUp(); // Init GUIScaleUtility. This fetches reflected calls and my throw a message notifying about incompability. GUIScaleUtility.CheckInit(); // Init input NodeEditorInputSystem.SetupInput(); #if UNITY_EDITOR UnityEditor.EditorApplication.update -= Update; UnityEditor.EditorApplication.update += Update; RepaintClients(); #endif initiated = GUIFunction; }