Unity graph tool solution based on different implementation now focused on Unity.Experimental.Graphview
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using System.Reflection;
using TNode.BaseViews;
using TNode.Editor.BaseViews;
using TNode.Models;
using UnityEngine;
using UnityEngine.UIElements;
namespace TNode.Editor.Inspector{
public class NodeInspector:SimpleGraphSubWindow{
private NodeData _data;
public NodeData Data{
get => _data;
set{
_data = value;
UpdateData();
}
}
public INodeView NodeView;
private void UpdateData(){
Debug.Log(_data);
if (_data != null){
RefreshInspector();
}
}
public NodeInspector(){
style.position = new StyleEnum<Position>(Position.Absolute);
var visualTreeAsset = Resources.Load<VisualTreeAsset>("NodeInspector");
Debug.Log(visualTreeAsset);
ConstructWindowBasicSetting();
BuildWindow(visualTreeAsset);
}
private void RefreshInspector(){
//iterate field of data and get name of every fields,create a new inspector item of appropriate type and add it to the inspector for each field
var body = this.Q("InspectorBody");
body.Clear();
body.Add(new Label(_data.nodeName));
foreach (var field in _data.GetType().GetFields(BindingFlags.Instance | BindingFlags.Public)){
var bindingPath = field.Name;
var type = field.FieldType;
DefaultInspectorItemFactory defaultInspectorItemFactory = new DefaultInspectorItemFactory();
//Invoke generic function Create<> of default inspector item factory to create an inspector item of appropriate type by reflection
MethodInfo methodInfo = defaultInspectorItemFactory.GetType().GetMethod("Create", BindingFlags.Instance | BindingFlags.Public);
if (methodInfo != null){
var genericMethod = methodInfo.MakeGenericMethod(type);
var createdItem = genericMethod.Invoke(defaultInspectorItemFactory,null) as VisualElement;
body.Add(createdItem);
if (createdItem is INodeDataBindingBase castedItem){
castedItem.BindingNodeData = _data;
castedItem.BindingPath = bindingPath;
}
}
}
}
}
}