示例#1
0
        /// <summary>
        /// Create the a Node of the type specified by the nodeID at position
        /// Auto-connects the passed connectingOutput if not null to the first compatible input
        /// </summary>
        public static Node Create(string nodeID, Vector2 position, NodeOutput connectingOutput)
        {
            Node node = NodeTypes.getDefaultNode(nodeID);

            if (node == null)
            {
                throw new UnityException("Cannot create Node with id " + nodeID + " as no such Node type is registered!");
            }

            node = node.Create(position);
            node.InitBase();

            if (connectingOutput != null)
            {             // Handle auto-connection and link the output to the first compatible input
                foreach (NodeInput input in node.Inputs)
                {
                    if (input.TryApplyConnection(connectingOutput))
                    {
                        break;
                    }
                }
            }

            NodeEditorCallbacks.IssueOnAddNode(node);

            return(node);
        }
示例#2
0
        /// <summary>
        /// Removes the connection of this port to the specified port if existant
        /// </summary>
        public void RemoveConnection(ConnectionPort port, bool silent = false)
        {
#if UNITY_EDITOR
            if (silent == false && port != null)
            {             // Undo record
                // Important: Copy variables used within anonymous functions within same level (this if block) for correct serialization!
                ConnectionPort port1 = this, port2 = port;
                UndoPro.UndoProManager.RecordOperation(
                    () => NodeEditorUndoActions.DeleteConnection(port1, port2),
                    () => NodeEditorUndoActions.CreateConnection(port1, port2),
                    "Delete Connection");
            }
#endif

            if (port == null)
            {
                Debug.LogWarning("Cannot delete null port!");
                //connections.RemoveAll (p => p != null);
                return;
            }

            if (!silent)
            {
                NodeEditorCallbacks.IssueOnRemoveConnection(this, port);
            }
            port.connections.Remove(this);
            connections.Remove(port);

            if (!silent)
            {
                body.canvas.OnNodeChange(body);
            }
        }
示例#3
0
        /// <summary>
        /// Deletes this Node from it's host canvas and the save file
        /// </summary>
        public void Delete(bool silent = false)
        {
            if (!canvas.nodes.Contains(this))
            {
                throw new UnityException("The Node " + name + " does not exist on the Canvas " + canvas.name + "!");
            }
            if (!silent)
            {
                NodeEditorCallbacks.IssueOnDeleteNode(this);
            }
            // DestroyImmediate(this, true);
            this.canvas.nodesForDelete.Add(this);
            canvas.nodes.Remove(this);

            for (int i = 0; i < connectionPorts.Count; i++)
            {
                connectionPorts[i].ClearConnections(silent);
                //DestroyImmediate(connectionPorts[i], true);
            }

            if (!silent)
            {
                canvas.Validate();
            }
        }
        private static void HandleNodeDraggingEnd(NodeEditorInputInfo inputInfo)
        {
            if (inputInfo.editorState.dragUserID == "node")
            {
                Vector2 dragStart = inputInfo.editorState.dragObjectStart;
                Vector2 dragEnd   = inputInfo.editorState.EndDrag("node");
                if (inputInfo.editorState.dragNode && inputInfo.editorState.selectedNode != null && (dragStart - dragEnd).magnitude > 10)
                {
                    inputInfo.editorState.selectedNode.position = dragEnd;
#if UNITY_EDITOR
                    // Important: Copy variables used within anonymous functions within same level (this if block) for correct serialization!
                    float prevX = dragStart.x, prevY = dragStart.y, newX = dragEnd.x, newY = dragEnd.y;
                    Node  draggedNode = inputInfo.editorState.selectedNode;
                    UndoPro.UndoProManager.RecordOperation(
                        () => NodeEditorUndoActions.SetNodePosition(draggedNode, new Vector2(newX, newY)),
                        () => NodeEditorUndoActions.SetNodePosition(draggedNode, new Vector2(prevX, prevY)),
                        "Node Drag", true, false);
#endif
                    NodeEditorCallbacks.IssueOnMoveNode(inputInfo.editorState.selectedNode);
                }
                else
                {
                    inputInfo.editorState.selectedNode.position = dragStart;
                }
            }
            inputInfo.editorState.dragNode = false;
        }
示例#5
0
 /// <summary>
 /// Deletes this Transition from the Nodes
 /// </summary>
 public void Delete()
 {
     NodeEditorCallbacks.IssueOnRemoveTransition(this);
     startNode.transitions.Remove(this);
     endNode.transitions.Remove(this);
     UnityEngine.Object.DestroyImmediate(this, true);
 }
        /// <summary>
        /// Applies a connection between between this port and the specified port.
        /// 'CanApplyConnection' has to be checked before to avoid interferences!
        /// </summary>
        public void ApplyConnection(ConnectionPort port, bool silent = false)
        {
            if (port == null)
            {
                return;
            }

            if (maxConnectionCount == ConnectionCount.Single && connections.Count > 0)
            {             // Respect maximum connection count on this port
                RemoveConnection(connections[0], silent);
                connections.Clear();
            }
            connections.Add(port);

            if (port.maxConnectionCount == ConnectionCount.Single && port.connections.Count > 0)
            {             // Respect maximum connection count on the other port
                port.RemoveConnection(port.connections[0], silent);
                port.connections.Clear();
            }
            port.connections.Add(this);

            if (!silent)
            {             // Callbacks
                port.body.OnAddConnection(port, this);
                body.OnAddConnection(this, port);
                NodeEditorCallbacks.IssueOnAddConnection(this, port);
                NodeEditor.curNodeCanvas.OnNodeChange(direction == Direction.In? port.body : body);
            }
        }
        /// <summary>
        /// Loads the NodeCanvas from the asset file at path and optionally creates a working copy of it before returning
        /// </summary>
        public static NodeCanvas LoadNodeCanvas(string path, bool createWorkingCopy)
        {
            if (!File.Exists(path))
            {
                throw new UnityException("Cannot Load NodeCanvas: File '" + path + "' deos not exist!");
            }

            // Load only the NodeCanvas from the save file
            NodeCanvas nodeCanvas = ResourceManager.LoadResource <NodeCanvas> (path);

            if (nodeCanvas == null)
            {
                throw new UnityException("Cannot Load NodeCanvas: The file at the specified path '" + path + "' is no valid save file as it does not contain a NodeCanvas!");
            }

                #if UNITY_EDITOR
            if (!Application.isPlaying && (nodeCanvas.editorStates == null || nodeCanvas.editorStates.Length == 0))
            {             // Try to load any contained editorStates, possibly old format that did not references the states in the canvas
                nodeCanvas.editorStates = ResourceManager.LoadResources <NodeEditorState> (path);
            }
                #endif

            // Postprocess the loaded canvas
            ProcessCanvas(ref nodeCanvas, createWorkingCopy);

                #if UNITY_EDITOR
            UnityEditor.AssetDatabase.Refresh();
                #endif
            NodeEditorCallbacks.IssueOnLoadCanvas(nodeCanvas);
            return(nodeCanvas);
        }
        /// <summary>
        /// Saves the the specified NodeCanvas as a new asset at path, optionally as a working copy and overwriting any existing save at path
        /// </summary>
        public static void SaveNodeCanvas(string path, ref NodeCanvas nodeCanvas)
        {
            if (string.IsNullOrEmpty(path))
            {
                throw new System.ArgumentNullException("Cannot save NodeCanvas: No path specified!");
            }
            if (nodeCanvas == null)
            {
                throw new System.ArgumentNullException("Cannot save NodeCanvas: The specified NodeCanvas that should be saved to path '" + path +
                                                       "' is null!");
            }
            if (nodeCanvas.GetType() == typeof(NodeCanvas))
            {
                throw new System.ArgumentException(
                          "Cannot save NodeCanvas: The NodeCanvas has no explicit type! Please convert it to a valid sub-type of NodeCanvas!");
            }

            nodeCanvas.Validate();

            if (!UnityEditor.AssetDatabase.Contains(nodeCanvas))
            {
                UnityEditor.AssetDatabase.CreateAsset(nodeCanvas, path);
            }

            PurifyCanvas(path);
            UnityEditor.AssetDatabase.SaveAssets();
            UnityEditor.AssetDatabase.Refresh();

            NodeEditorCallbacks.IssueOnSaveCanvas(nodeCanvas);
        }
示例#9
0
 /// <summary>
 /// Deletes this Node from curNodeCanvas and the save file
 /// </summary>
 public void Delete()
 {
     if (!NodeEditor.curNodeCanvas.nodes.Contains(this))
     {
         throw new UnityException("The Node " + name + " does not exist on the Canvas " + NodeEditor.curNodeCanvas.name + "!");
     }
     NodeEditorCallbacks.IssueOnDeleteNode(this);
     NodeEditor.curNodeCanvas.nodes.Remove(this);
     for (int outCnt = 0; outCnt < Outputs.Count; outCnt++)
     {
         NodeOutput output = Outputs [outCnt];
         while (output.connections.Count != 0)
         {
             output.connections[0].RemoveConnection();
         }
         DestroyImmediate(output, true);
     }
     for (int inCnt = 0; inCnt < Inputs.Count; inCnt++)
     {
         NodeInput input = Inputs [inCnt];
         if (input.connection != null)
         {
             input.connection.connections.Remove(input);
         }
         DestroyImmediate(input, true);
     }
     for (int knobCnt = 0; knobCnt < nodeKnobs.Count; knobCnt++)
     {             // Inputs/Outputs need specific treatment, unfortunately
         if (nodeKnobs[knobCnt] != null)
         {
             DestroyImmediate(nodeKnobs[knobCnt], true);
         }
     }
     DestroyImmediate(this, true);
 }
示例#10
0
        /// <summary>
        /// Applies a connection between the passed NodeOutput and this NodeInput. 'CanApplyConnection' has to be checked before to avoid interferences!
        /// </summary>
        public void ApplyConnection(NodeOutput output)
        {
            if (output == null)
            {
                return;
            }

            if (connection != null)
            {
                NodeEditorCallbacks.IssueOnRemoveConnection(this);
                connection.connections.Remove(this);
            }
            connection = output;
            output.connections.Add(this);

            if (!output.body.calculated)
            {
                NodeEditor.RecalculateFrom(output.body);
            }
            else
            {
                NodeEditor.RecalculateFrom(body);
            }

            output.body.OnAddOutputConnection(output);
            body.OnAddInputConnection(this);
            NodeEditorCallbacks.IssueOnAddConnection(this);
        }
示例#11
0
        /// <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
            ConnectionPortStyles.FetchConnectionPortStyles();
            NodeTypes.FetchNodeTypes();
            NodeCanvasManager.FetchCanvasTypes();
            ConnectionPortManager.FetchNodeConnectionDeclarations();
            ImportExportManager.FetchIOFormats();

            // 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;
        }
示例#12
0
文件: Node.cs 项目: ipud2/csg-toolkit
        /// <summary>
        /// Deletes this Node from curNodeCanvas. Depends on that.
        /// </summary>
        public void Delete()
        {
            NodeEditor.curNodeCanvas.nodes.Remove(this);
            for (int outCnt = 0; outCnt < Outputs.Count; outCnt++)
            {
                NodeOutput output = Outputs [outCnt];
                for (int conCnt = 0; conCnt < output.connections.Count; conCnt++)
                {
                    output.connections [outCnt].connection = null;
                }
                DestroyImmediate(output, true);
            }
            for (int inCnt = 0; inCnt < Inputs.Count; inCnt++)
            {
                NodeInput input = Inputs [inCnt];
                if (input.connection != null)
                {
                    input.connection.connections.Remove(input);
                }
                DestroyImmediate(input, true);
            }

            DestroyImmediate(this, true);

        #if UNITY_EDITOR
            if (!String.IsNullOrEmpty(UnityEditor.AssetDatabase.GetAssetPath(NodeEditor.curNodeCanvas)))
            {
                UnityEditor.AssetDatabase.ImportAsset(UnityEditor.AssetDatabase.GetAssetPath(NodeEditor.curNodeCanvas));
            }
        #endif
            NodeEditorCallbacks.IssueOnDeleteNode(this);
        }
示例#13
0
文件: Node.cs 项目: ipud2/csg-toolkit
 /// <summary>
 /// Removes the connection from NodeInput.
 /// </summary>
 public static void RemoveConnection(NodeInput input)
 {
     NodeEditorCallbacks.IssueOnRemoveConnection(input);
     input.connection.connections.Remove(input);
     input.connection = null;
     NodeEditor.RecalculateFrom(input.body);
 }
示例#14
0
        /// <summary>
        /// Saves the the given NodeCanvas along with the given NodeEditorStates if specified as a new asset, optionally as working copies
        /// </summary>
        public static void SaveNodeCanvas(string path, NodeCanvas nodeCanvas, bool createWorkingCopy)
        {
                #if !UNITY_EDITOR
            throw new System.NotImplementedException();
                #endif

            if (string.IsNullOrEmpty(path))
            {
                throw new UnityException("Cannot save NodeCanvas: No spath specified to save the NodeCanvas " + (nodeCanvas != null? nodeCanvas.name : "") + " to!");
            }
            if (nodeCanvas == null)
            {
                throw new UnityException("Cannot save NodeCanvas: The specified NodeCanvas that should be saved to path " + path + " is null!");
            }
            if (nodeCanvas.livesInScene)
            {
                Debug.LogWarning("Attempting to save scene canvas " + nodeCanvas.name + " to an asset, scene object references will be broken!" + (!createWorkingCopy? " No workingCopy is going to be created, so your scene save is broken, too!" : ""));
            }
                #if UNITY_EDITOR
            if (!createWorkingCopy && UnityEditor.AssetDatabase.Contains(nodeCanvas) && UnityEditor.AssetDatabase.GetAssetPath(nodeCanvas) != path)
            {
                Debug.LogError("Trying to create a duplicate save file for '" + nodeCanvas.name + "'! Forcing to create a working copy!"); createWorkingCopy = true;
            }
                #endif

            nodeCanvas.livesInScene = false;
            nodeCanvas.Validate();

                #if UNITY_EDITOR
            // Preprocess the canvas
            if (createWorkingCopy)
            {
                nodeCanvas = CreateWorkingCopy(nodeCanvas, true);
                Compress(ref nodeCanvas);
            }

            // Write canvas and editorStates
            UnityEditor.AssetDatabase.CreateAsset(nodeCanvas, path);
            AddSubAssets(nodeCanvas.editorStates, nodeCanvas);

            // Write nodes + contents
            foreach (Node node in nodeCanvas.nodes)
            {             // Write node and additional scriptable objects
                AddSubAsset(node, nodeCanvas);
                AddSubAssets(node.GetScriptableObjects(), node);
                foreach (NodeKnob knob in node.nodeKnobs)
                {                 // Write knobs and their additional scriptable objects
                    AddSubAsset(knob, node);
                    AddSubAssets(knob.GetScriptableObjects(), knob);
                }
            }

            UnityEditor.AssetDatabase.SaveAssets();
            UnityEditor.AssetDatabase.Refresh();
                #else
            // TODO: Node Editor: Need to implement ingame-saving (Resources, AsssetBundles, ... won't work)
                #endif

            NodeEditorCallbacks.IssueOnSaveCanvas(nodeCanvas);
        }
        private static void HandleNodeDragging(NodeEditorInputInfo inputInfo)
        {
            NodeEditorState state = inputInfo.editorState;

            if (state.dragNode)
            {             // If conditions apply, drag the selected node, else disable dragging
                if (state.selectedNode != null && GUIUtility.hotControl == 0)
                {         // Calculate new position for the dragged object
                    state.dragOffset = inputInfo.inputPos - state.dragStart;
                    Vector2 delta = (state.dragPos + state.dragOffset * state.zoom) - state.selectedNode.rect.position;
                    state.selectedNode.rect.position = state.dragPos + state.dragOffset * state.zoom;
                    if (inputInfo.inputEvent.alt)
                    {
                        Dictionary <Node, int> d = new Dictionary <Node, int>();
                        d[state.selectedNode] = 1;

                        MoveChildren(ref d, state.selectedNode, delta);
                    }
                    NodeEditorCallbacks.IssueOnMoveNode(state.selectedNode);
                    NodeEditor.RepaintClients();
                }
                else
                {
                    state.dragNode = false;
                }
            }
        }
示例#16
0
        /// <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();

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

            // Init GUIScaleUtility. This fetches reflected calls and my throw a message notifying about incompability.
            GUIScaleUtility.CheckInit();

        #if UNITY_EDITOR
            UnityEditor.EditorApplication.update -= Update;
            UnityEditor.EditorApplication.update += Update;
            RepaintClients();
        #endif
            initiated = true;
        }
示例#17
0
        /// <summary>
        /// Creates a node of the specified ID at pos on the specified canvas, optionally auto-connecting the specified output to a matching input
        /// silent disables any events, init specifies whether OnCreate should be called
        /// </summary>
        public static Node Create(string nodeID, Vector2 pos, NodeCanvas hostCanvas, ConnectionPort connectingPort = null, bool silent = false, bool init = true)
        {
            if (string.IsNullOrEmpty(nodeID) || hostCanvas == null)
            {
                throw new ArgumentException();
            }
            if (!NodeCanvasManager.CheckCanvasCompability(nodeID, hostCanvas.GetType()))
            {
                throw new UnityException("Cannot create Node with ID '" + nodeID + "' as it is not compatible with the current canavs type (" + hostCanvas.GetType().ToString() + ")!");
            }
            if (!hostCanvas.CanAddNode(nodeID))
            {
                throw new UnityException("Cannot create Node with ID '" + nodeID + "' on the current canvas of type (" + hostCanvas.GetType().ToString() + ")!");
            }

            // Create node from data
            NodeTypeData data = NodeTypes.getNodeData(nodeID);
            Node         node = (Node)CreateInstance(data.type);

            if (node == null)
            {
                return(null);
            }

            // Init node state
            node.name     = node.Title;
            node.autoSize = node.DefaultSize;
            node.position = pos;
            node.Canvas   = hostCanvas;
            ConnectionPortManager.UpdateConnectionPorts(node);
            if (init)
            {
                node.OnCreate();
            }

            if (connectingPort != null)
            {             // Handle auto-connection and link the output to the first compatible input
                for (int i = 0; i < node.connectionPorts.Count; i++)
                {
                    if (node.connectionPorts[i].TryApplyConnection(connectingPort, silent))
                    {
                        break;
                    }
                }
            }

            // Add node to host canvas
            hostCanvas.nodes.Add(node);
            if (!silent)
            {             // Callbacks
                hostCanvas.OnNodeChange(connectingPort != null ? connectingPort.body : node);
                NodeEditorCallbacks.IssueOnAddNode(node);
                hostCanvas.Validate();
                NodeEditor.RepaintClients();
            }

            return(node);
        }
 public void RemoveConnection()
 {
     if (!((UnityEngine.Object)connection == (UnityEngine.Object)null))
     {
         NodeEditorCallbacks.IssueOnRemoveConnection(this);
         connection.connections.Remove(this);
         connection = null;
         NodeEditor.RecalculateFrom(body);
     }
 }
示例#19
0
        /// <summary>
        /// Creates a transition from node to node
        /// </summary>
        public static void CreateTransition(Node fromNode, Node toNode)
        {
            Transition trans = Transition.Create(fromNode, toNode);

            if (trans != null)
            {
                fromNode.OnAddTransition(trans);
                toNode.OnAddTransition(trans);
                NodeEditorCallbacks.IssueOnAddTransition(trans);
            }
        }
示例#20
0
        /// <summary>
        /// Removes the connection from this NodeInput
        /// </summary>
        public void RemoveConnection()
        {
            if (connection == null)
            {
                return;
            }

            NodeEditorCallbacks.IssueOnRemoveConnection(this);
            connection.connections.Remove(this);
            connection = null;

            NodeEditor.curNodeCanvas.OnNodeChange(body);
        }
示例#21
0
 private static void HandleNodeDraggingEnd(NodeEditorInputInfo inputInfo)
 {
     if (inputInfo.editorState.dragUserID == "node")
     {
         Vector2 totalDrag = inputInfo.editorState.EndDrag("node");
         if (inputInfo.editorState.dragNode && inputInfo.editorState.selectedNode != null)
         {
             inputInfo.editorState.selectedNode.position = totalDrag;
             NodeEditorCallbacks.IssueOnMoveNode(inputInfo.editorState.selectedNode);
         }
     }
     inputInfo.editorState.dragNode = false;
 }
示例#22
0
        /// <summary>
        /// Removes the connection from this NodeInput
        /// </summary>
        public void RemoveConnection()
        {
            if (connection == null)
            {
                return;
            }

            NodeEditorCallbacks.IssueOnRemoveConnection(this);
            connection.connections.Remove(this);
            connection = null;

            NodeEditor.RecalculateFrom(body);
        }
示例#23
0
        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;
        }
 static void MoveChildren(ref Dictionary <Node, int> _dic, Node _n, Vector2 _delta)
 {
     foreach (var input in _n.Inputs)
     {
         Node cn = input.connection.body;
         if (!_dic.ContainsKey(cn))
         {
             cn.rect.position += _delta;
             NodeEditorCallbacks.IssueOnMoveNode(cn);
             MoveChildren(ref _dic, cn, _delta);
             _dic[cn] = 1;
         }
     }
 }
示例#25
0
        /// <summary>
        /// Loads the editorStates found in the nodeCanvas asset file at path
        /// </summary>
        public static List <NodeEditorState> LoadEditorStates(string path)
        {
            if (String.IsNullOrEmpty(path))
            {
                return(new List <NodeEditorState> ());
            }
                        #if UNITY_EDITOR
            Object[] objects = UnityEditor.AssetDatabase.LoadAllAssetsAtPath(path);
                        #else
            Object[] objects = Resources.LoadAll(path);
                        #endif
            if (objects.Length == 0)
            {
                return(new List <NodeEditorState> ());
            }

            // Obtain the editorStates in that asset file
            List <NodeEditorState> editorStates = new List <NodeEditorState> ();
            NodeCanvas             nodeCanvas   = null;
            for (int cnt = 0; cnt < objects.Length; cnt++)
            {
                Object obj = objects [cnt];
                if (obj.GetType() == typeof(NodeEditorState))
                {
                    NodeEditorState editorState = obj as NodeEditorState;
                    editorStates.Add(editorState);
                    NodeEditorCallbacks.IssueOnLoadEditorState(editorState);
                }
                else if (obj.GetType() == typeof(NodeCanvas))
                {
                    nodeCanvas = obj as NodeCanvas;
                }
            }

            if (nodeCanvas == null)
            {
                return(new List <NodeEditorState> ());
            }

            for (int stateCnt = 0; stateCnt < editorStates.Count; stateCnt++)
            {
                editorStates[stateCnt] = GetWorkingCopy(editorStates[stateCnt], nodeCanvas);
            }

                        #if UNITY_EDITOR
            UnityEditor.AssetDatabase.Refresh();
                        #endif

            return(editorStates);
        }
示例#26
0
        /// <summary>
        /// Saves the current node canvas as a new asset and links optional editorStates with it
        /// </summary>
        public static void SaveNodeCanvas(NodeCanvas nodeCanvas, string path, params NodeEditorState[] editorStates)
        {
            if (String.IsNullOrEmpty(path))
            {
                return;
            }

            nodeCanvas = GetWorkingCopy(nodeCanvas);
            for (int stateCnt = 0; stateCnt < editorStates.Length; stateCnt++)
            {
                editorStates[stateCnt] = GetWorkingCopy(editorStates[stateCnt], nodeCanvas);
            }

        #if UNITY_EDITOR
            UnityEditor.AssetDatabase.CreateAsset(nodeCanvas, path);
            foreach (NodeEditorState editorState in editorStates)
            {
                UnityEditor.AssetDatabase.AddObjectToAsset(editorState, nodeCanvas);
                editorState.hideFlags = HideFlags.HideInHierarchy;
            }
            for (int nodeCnt = 0; nodeCnt < nodeCanvas.nodes.Count; nodeCnt++)
            {             // Add every node and every of it's inputs/outputs into the file.
                // Results in a big mess but there's no other way (like a hierarchy)
                Node node = nodeCanvas.nodes [nodeCnt];
                UnityEditor.AssetDatabase.AddObjectToAsset(node, nodeCanvas);
                node.hideFlags = HideFlags.HideInHierarchy;
                for (int inCnt = 0; inCnt < node.Inputs.Count; inCnt++)
                {
                    UnityEditor.AssetDatabase.AddObjectToAsset(node.Inputs [inCnt], node);
                    node.Inputs [inCnt].hideFlags = HideFlags.HideInHierarchy;
                }
                for (int outCnt = 0; outCnt < node.Outputs.Count; outCnt++)
                {
                    UnityEditor.AssetDatabase.AddObjectToAsset(node.Outputs [outCnt], node);
                    node.Outputs [outCnt].hideFlags = HideFlags.HideInHierarchy;
                }
                for (int transCnt = 0; transCnt < node.transitions.Count; transCnt++)
                {
                    UnityEditor.AssetDatabase.AddObjectToAsset(node.transitions [transCnt], node);
                    node.transitions [transCnt].hideFlags = HideFlags.HideInHierarchy;
                }
            }
            UnityEditor.AssetDatabase.SaveAssets();
            UnityEditor.AssetDatabase.Refresh();
        #else
            // TODO: Node Editor: Need to implement ingame-saving (Resources, AsssetBundles, ... won't work)
        #endif
            NodeEditorCallbacks.IssueOnSaveCanvas(nodeCanvas);
        }
示例#27
0
        public static Node Create(string nodeID, Vector2 position)
        {
            Node node = NodeTypes.getDefaultNode(nodeID);

            if (node == null)
            {
                throw new UnityException("Cannot create Node with id " + nodeID + " as no such Node type is registered!");
            }

            node = node.Create(position);
            node.InitBase();

            NodeEditorCallbacks.IssueOnAddNode(node);
            return(node);
        }
示例#28
0
        /// <summary>
        /// Applies a connection between output and input. 'CanApplyConnection' has to be checked before
        /// </summary>
        public static void ApplyConnection(NodeOutput output, NodeInput input)
        {
            if (input != null && output != null)
            {
                if (input.connection != null)
                {
                    input.connection.connections.Remove(input);
                }
                input.connection = output;
                output.connections.Add(input);

                NodeEditor.RecalculateFrom(input.body);

                NodeEditorCallbacks.IssueOnAddConnection(input);
            }
        }
示例#29
0
        protected static void ReassignOutputType(ref NodeOutput output, Type newOutputType)
        {
            Node   body = output.body;
            string name = output.name;
            IEnumerable <NodeInput> enumerable = from connection in output.connections
                                                 where connection.typeData.Type.IsAssignableFrom(newOutputType)
                                                 select connection;

            output.Delete();
            NodeEditorCallbacks.IssueOnAddNodeKnob(NodeOutput.Create(body, name, newOutputType.AssemblyQualifiedName));
            output = body.Outputs[body.Outputs.Count - 1];
            foreach (NodeInput item in enumerable)
            {
                item.ApplyConnection(output);
            }
        }
示例#30
0
        /// <summary>
        /// Removes the connection of this port to the specified port if existant
        /// </summary>
        public void RemoveConnection(ConnectionPort port, bool silent = false)
        {
            Undo.RecordObjects(new [] { this, port }, "NodeEditor_连接移除保存");
            if (port == null)
            {
                connections.RemoveAll(p => p != null);
                return;
            }

            if (!silent)
            {
                NodeEditorCallbacks.IssueOnRemoveConnection(this, port);
            }
            port.connections.Remove(this);
            connections.Remove(port);
        }