public virtual void OnRemoveConnection(NodeInput input)
 {
 }
示例#2
0
文件: Node.cs 项目: ipud2/csg-toolkit
 /// <summary>
 /// Call this method to create an input on your node
 /// </summary>
 public void CreateInput(string inputName, string inputType)
 {
     NodeInput.Create(this, inputName, inputType);
 }
示例#3
0
        /// <summary>
        /// Processes input events
        /// </summary>
        public static void InputEvents()
        {
            Event e = Event.current;

            mousePos = e.mousePosition;

            bool leftClick = e.button == 0, rightClick = e.button == 1,
                 mouseDown = e.type == EventType.MouseDown, mousUp = e.type == EventType.MouseUp;

            if (ignoreInput(mousePos))
            {
                return;
            }

            #region Change Node selection and focus
            // Choose focused and selected Node, accounting for focus changes
            curEditorState.focusedNode = null;
            if (mouseDown || mousUp)
            {
                curEditorState.focusedNode = NodeEditor.NodeAtPosition(mousePos);
                if (curEditorState.focusedNode != curEditorState.selectedNode)
                {
                    unfocusControls = true;
                }
                if (mouseDown && leftClick)
                {
                    curEditorState.selectedNode = curEditorState.focusedNode;
                    RepaintClients();
                }
            }
            // Perform above mentioned focus changes in Repaint, which is the only suitable time to do this
            if (unfocusControls && Event.current.type == EventType.Repaint)
            {
                GUIUtility.hotControl      = 0;
                GUIUtility.keyboardControl = 0;
                unfocusControls            = false;
            }
                #if UNITY_EDITOR
            if (curEditorState.focusedNode != null)
            {
                UnityEditor.Selection.activeObject = curEditorState.focusedNode;
            }
                #endif
            #endregion

            switch (e.type)
            {
            case EventType.MouseDown:

                curEditorState.dragNode  = false;
                curEditorState.panWindow = false;

                if (curEditorState.focusedNode != null)
                {                 // Clicked a Node
                    if (rightClick)
                    {             // Node Context Click
                        GenericMenu menu = new GenericMenu();
                        menu.AddItem(new GUIContent("Delete Node"), false, ContextCallback, new NodeEditorMenuCallback("deleteNode", curNodeCanvas, curEditorState));
                        menu.AddItem(new GUIContent("Duplicate Node"), false, ContextCallback, new NodeEditorMenuCallback("duplicateNode", curNodeCanvas, curEditorState));
                        if (curEditorState.focusedNode.AcceptsTranstitions)
                        {
                            menu.AddSeparator("Seperator");
                            menu.AddItem(new GUIContent("Make Transition"), false, ContextCallback, new NodeEditorMenuCallback("startTransition", curNodeCanvas, curEditorState));
                        }
                        menu.ShowAsContext();
                        e.Use();
                    }
                    else if (leftClick)
                    {                     // Detect click on a connection knob
                        if (!CanvasGUIToScreenRect(curEditorState.focusedNode.rect).Contains(mousePos))
                        {                 // Clicked NodeEdge, check Node Inputs and Outputs
                            NodeOutput nodeOutput = curEditorState.focusedNode.GetOutputAtPos(e.mousePosition);
                            if (nodeOutput != null)
                            {                             // Output clicked -> New Connection drawn from this
                                curEditorState.connectOutput = nodeOutput;
                                e.Use();
                                return;
                            }

                            NodeInput nodeInput = curEditorState.focusedNode.GetInputAtPos(e.mousePosition);
                            if (nodeInput != null && nodeInput.connection != null)
                            {                             // Input clicked -> Loose and edit Connection
                                // TODO: Draw input from NodeInput
                                curEditorState.connectOutput = nodeInput.connection;
                                nodeInput.RemoveConnection();
                                e.Use();
                            }
                        }
                    }
                }
                else
                {                 // Clicked on canvas
                    // NOTE: Panning is not done here but in LateEvents, so buttons on the canvas won't be blocked when clicking

                    if (rightClick)
                    {                     // Editor Context Click
                        GenericMenu menu = new GenericMenu();
                        if (curEditorState.connectOutput != null)
                        {                         // A connection is drawn, so provide a context menu with apropriate nodes to auto-connect
                            foreach (Node node in NodeTypes.nodes.Keys)
                            {                     // Iterate through all nodes and check for compability
                                foreach (NodeInput input in node.Inputs)
                                {
                                    if (input.type == curEditorState.connectOutput.type)
                                    {
                                        menu.AddItem(new GUIContent("Add " + NodeTypes.nodes[node].adress), false, ContextCallback, new NodeEditorMenuCallback(node.GetID, curNodeCanvas, curEditorState));
                                        break;
                                    }
                                }
                            }
                        }
                        else if (curEditorState.makeTransition != null && curEditorState.makeTransition.AcceptsTranstitions)
                        {                         // A transition is drawn, so provide a context menu with nodes to auto-connect
                            foreach (Node node in NodeTypes.nodes.Keys)
                            {                     // Iterate through all nodes and check for compability
                                if (node.AcceptsTranstitions)
                                {
                                    menu.AddItem(new GUIContent("Add " + NodeTypes.nodes[node].adress), false, ContextCallback, new NodeEditorMenuCallback(node.GetID, curNodeCanvas, curEditorState));
                                }
                            }
                        }
                        else
                        {                         // Ordinary context click, add all nodes to add
                            foreach (Node node in NodeTypes.nodes.Keys)
                            {
                                menu.AddItem(new GUIContent("Add " + NodeTypes.nodes [node].adress), false, ContextCallback, new NodeEditorMenuCallback(node.GetID, curNodeCanvas, curEditorState));
                            }
                        }
                        menu.ShowAsContext();
                        e.Use();
                    }
                }

                break;

            case EventType.MouseUp:

                if (curEditorState.focusedNode != null && curEditorState.connectOutput != null)
                {                 // Apply Drawn connections on node if theres a clicked input
                    if (!curEditorState.focusedNode.Outputs.Contains(curEditorState.connectOutput))
                    {             // An input was clicked, it'll will now be connected
                        NodeInput clickedInput = curEditorState.focusedNode.GetInputAtPos(e.mousePosition);
                        if (clickedInput.CanApplyConnection(curEditorState.connectOutput))
                        {                         // It can connect (type is equals, it does not cause recursion, ...)
                            clickedInput.ApplyConnection(curEditorState.connectOutput);
                        }
                    }
                    e.Use();
                }

                curEditorState.makeTransition = null;
                curEditorState.connectOutput  = null;
                curEditorState.dragNode       = false;
                curEditorState.panWindow      = false;

                break;

            case EventType.ScrollWheel:

                // Apply Zoom
                curEditorState.zoom = (float)Math.Round(Math.Min(2.0f, Math.Max(0.6f, curEditorState.zoom + e.delta.y / 15)), 2);

                RepaintClients();
                break;

            case EventType.KeyDown:

                // TODO: Node Editor: Shortcuts

                if (e.keyCode == KeyCode.N)                 // Start Navigating (curve to origin / active Node)
                {
                    curEditorState.navigate = true;
                }

                if (e.keyCode == KeyCode.LeftControl && curEditorState.selectedNode != null)
                {                 // Snap selected Node's position to multiples of 10
                    Vector2 pos = curEditorState.selectedNode.rect.position;
                    pos = (pos - curEditorState.panOffset) / 10;
                    pos = new Vector2(Mathf.RoundToInt(pos.x), Mathf.RoundToInt(pos.y));
                    curEditorState.selectedNode.rect.position = pos * 10 + curEditorState.panOffset;
                }

                RepaintClients();
                break;

            case EventType.KeyUp:

                if (e.keyCode == KeyCode.N)                 // Stop Navigating
                {
                    curEditorState.navigate = false;
                }

                RepaintClients();
                break;

            case EventType.MouseDrag:

                if (curEditorState.panWindow)
                {                 // Scroll everything with the current mouse delta
                    curEditorState.panOffset += e.delta * curEditorState.zoom;
                    foreach (Node node in curNodeCanvas.nodes)
                    {
                        node.rect.position += e.delta * curEditorState.zoom;
                    }
                    e.delta = Vector2.zero;
                    RepaintClients();
                }

                if (curEditorState.dragNode && curEditorState.selectedNode != null && GUIUtility.hotControl == 0)
                {                 // Drag the active node with the current mouse delta
                    curEditorState.selectedNode.rect.position += e.delta * curEditorState.zoom;
                    NodeEditorCallbacks.IssueOnMoveNode(curEditorState.selectedNode);
                    e.delta = Vector2.zero;
                    RepaintClients();
                }
                else
                {
                    curEditorState.dragNode = false;
                }

                break;
            }
        }
 // Connection
 public virtual void OnAddConnection(NodeInput input)
 {
 }
示例#5
0
 /// <summary>
 /// Creates and input on this Node of the given type at the specified NodeSide and position.
 /// </summary>
 public void CreateInput(string inputName, string inputType, NodeSide nodeSide, float sidePosition)
 {
     NodeInput.Create(this, inputName, inputType, nodeSide, sidePosition);
 }
示例#6
0
 /// <summary>
 /// Callback when the NodeInput was assigned a new connection
 /// </summary>
 protected internal virtual void OnAddInputConnection(NodeInput input)
 {
 }
示例#7
0
        /// <summary>
        /// Will validate this canvas for any broken nodes or references and cleans them.
        /// </summary>
        public void Validate()
        {
            if (nodes == null)
            {
                Debug.LogWarning("NodeCanvas '" + name + "' nodes were erased and set to null! Automatically fixed!");
                nodes = new List <Node> ();
            }
            for (int nodeCnt = 0; nodeCnt < nodes.Count; nodeCnt++)
            {
                Node node = nodes[nodeCnt];
                if (node == null)
                {
                    Debug.LogWarning("NodeCanvas '" + name + "' contained broken (null) nodes! Automatically fixed!");
                    nodes.RemoveAt(nodeCnt);
                    nodeCnt--;
                    continue;
                }
                for (int knobCnt = 0; knobCnt < node.nodeKnobs.Count; knobCnt++)
                {
                    NodeKnob nodeKnob = node.nodeKnobs[knobCnt];
                    if (nodeKnob == null)
                    {
                        Debug.LogWarning("NodeCanvas '" + name + "' Node '" + node.name + "' contained broken (null) NodeKnobs! Automatically fixed!");
                        node.nodeKnobs.RemoveAt(knobCnt);
                        knobCnt--;
                        continue;
                    }

                    if (nodeKnob is NodeInput)
                    {
                        NodeInput input = nodeKnob as NodeInput;
                        if (input.connection != null && input.connection.body == null)
                        {                         // References broken node; Clear connection
                            input.connection = null;
                        }
//						for (int conCnt = 0; conCnt < (nodeKnob as NodeInput).connection.Count; conCnt++)
                    }
                    else if (nodeKnob is NodeOutput)
                    {
                        NodeOutput output = nodeKnob as NodeOutput;
                        for (int conCnt = 0; conCnt < output.connections.Count; conCnt++)
                        {
                            NodeInput con = output.connections[conCnt];
                            if (con == null || con.body == null)
                            {                             // Broken connection; Clear connection
                                output.connections.RemoveAt(conCnt);
                                conCnt--;
                            }
                        }
                    }
                }
            }

            if (editorStates == null)
            {
                Debug.LogWarning("NodeCanvas '" + name + "' editorStates were erased! Automatically fixed!");
                editorStates = new NodeEditorState[0];
            }
            editorStates = editorStates.Where((NodeEditorState state) => state != null).ToArray();
            foreach (NodeEditorState state in editorStates)
            {
                if (!nodes.Contains(state.selectedNode))
                {
                    state.selectedNode = null;
                }
            }
        }
示例#8
0
 /// <summary>
 /// Creates and input on this Node of the given type at the specified NodeSide and position.
 /// </summary>
 public NodeInput CreateInput(string inputName, string inputType, NodeSide nodeSide, float sidePosition)
 {
     return(NodeInput.Create(this, inputName, inputType, nodeSide, sidePosition));
 }
示例#9
0
 /// <summary>
 /// Creates and input on this Node of the given type at the specified NodeSide.
 /// </summary>
 public NodeInput CreateInput(string inputName, string inputType, NodeSide nodeSide)
 {
     return(NodeInput.Create(this, inputName, inputType, nodeSide));
 }