Unity graph tool solution based on different implementation now focused on Unity.Experimental.Graphview
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2.3 KiB

3 years ago
using Codice.CM.Common;
using TNode.BaseViews;
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using TNode.Cache;
using TNode.Editor.Model;
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using TNode.Models;
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using UnityEditor;
using UnityEngine;
using UnityEngine.Serialization;
using UnityEngine.UIElements;
namespace TNode.Editor{
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public abstract class GraphEditor<T> : EditorWindow where T:GraphData{
protected DataGraphView<T> _graphView;
[FormerlySerializedAs("m_VisualTreeAsset")] [SerializeField]
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private VisualTreeAsset mVisualTreeAsset = default;
//Persist editor data ,such as node position,node size ,etc ,in this script object
public NodeEditorData nodeEditorData;
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public void CreateGUI(){
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// Each editor window contains a root VisualElement object
VisualElement root = rootVisualElement;
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// Instantiate UXML
VisualElement labelFromUXML = mVisualTreeAsset.Instantiate();
root.Add(labelFromUXML);
BuildGraphView();
DefineGraphEditorActions();
OnCreate();
}
private void BuildGraphView(){
_graphView = NodeEditorExtensions.CreateInstance<DataGraphView<T>>();
rootVisualElement.Add(_graphView);
_graphView.StretchToParentSize();
}
private void DefineGraphEditorActions(){
//Register a event when user press ctrl + s
rootVisualElement.RegisterCallback<KeyUpEvent>((evt) => {
if (evt.keyCode == KeyCode.S && evt.ctrlKey)
{
Save();
}
});
}
private void Save(){
//if no graph is loaded ,create a file save dialogue
if (_graphView.Data == null)
{
string path = EditorUtility.SaveFilePanel("Save Graph", "", "", "asset");
if (path.Length != 0){
//Create a new asset file with type of T
T asset = ScriptableObject.CreateInstance<T>();
AssetDatabase.CreateAsset(asset, path);
}
}
}
protected virtual void OnCreate(){
}
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}
}