【a】XNode
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264
Assets/10.XNode/Scripts/Editor/NodeEditorPreferences.cs
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264
Assets/10.XNode/Scripts/Editor/NodeEditorPreferences.cs
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using System;
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using System.Collections.Generic;
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using UnityEditor;
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using UnityEngine;
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using UnityEngine.Serialization;
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namespace XNodeEditor {
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public enum NoodlePath { Curvy, Straight, Angled, ShaderLab }
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public enum NoodleStroke { Full, Dashed }
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public static class NodeEditorPreferences {
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/// <summary> The last editor we checked. This should be the one we modify </summary>
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private static XNodeEditor.NodeGraphEditor lastEditor;
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/// <summary> The last key we checked. This should be the one we modify </summary>
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private static string lastKey = "xNode.Settings";
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private static Dictionary<Type, Color> typeColors = new Dictionary<Type, Color>();
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private static Dictionary<string, Settings> settings = new Dictionary<string, Settings>();
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[System.Serializable]
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public class Settings : ISerializationCallbackReceiver {
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[SerializeField] private Color32 _gridLineColor = new Color(.23f, .23f, .23f);
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public Color32 gridLineColor { get { return _gridLineColor; } set { _gridLineColor = value; _gridTexture = null; _crossTexture = null; } }
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[SerializeField] private Color32 _gridBgColor = new Color(.19f, .19f, .19f);
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public Color32 gridBgColor { get { return _gridBgColor; } set { _gridBgColor = value; _gridTexture = null; } }
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[Obsolete("Use maxZoom instead")]
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public float zoomOutLimit { get { return maxZoom; } set { maxZoom = value; } }
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[UnityEngine.Serialization.FormerlySerializedAs("zoomOutLimit")]
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public float maxZoom = 5f;
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public float minZoom = 1f;
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public Color32 tintColor = new Color32(90, 97, 105, 255);
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public Color32 highlightColor = new Color32(255, 255, 255, 255);
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public bool gridSnap = true;
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public bool autoSave = true;
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public bool openOnCreate = true;
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public bool dragToCreate = true;
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public bool createFilter = true;
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public bool zoomToMouse = true;
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public bool portTooltips = true;
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[SerializeField] private string typeColorsData = "";
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[NonSerialized] public Dictionary<string, Color> typeColors = new Dictionary<string, Color>();
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[FormerlySerializedAs("noodleType")] public NoodlePath noodlePath = NoodlePath.Curvy;
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public float noodleThickness = 2f;
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public NoodleStroke noodleStroke = NoodleStroke.Full;
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private Texture2D _gridTexture;
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public Texture2D gridTexture {
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get {
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if (_gridTexture == null) _gridTexture = NodeEditorResources.GenerateGridTexture(gridLineColor, gridBgColor);
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return _gridTexture;
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}
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}
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private Texture2D _crossTexture;
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public Texture2D crossTexture {
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get {
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if (_crossTexture == null) _crossTexture = NodeEditorResources.GenerateCrossTexture(gridLineColor);
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return _crossTexture;
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}
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}
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public void OnAfterDeserialize() {
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// Deserialize typeColorsData
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typeColors = new Dictionary<string, Color>();
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string[] data = typeColorsData.Split(new char[] { ',' }, StringSplitOptions.RemoveEmptyEntries);
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for (int i = 0; i < data.Length; i += 2) {
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Color col;
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if (ColorUtility.TryParseHtmlString("#" + data[i + 1], out col)) {
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typeColors.Add(data[i], col);
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}
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}
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}
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public void OnBeforeSerialize() {
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// Serialize typeColors
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typeColorsData = "";
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foreach (var item in typeColors) {
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typeColorsData += item.Key + "," + ColorUtility.ToHtmlStringRGB(item.Value) + ",";
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}
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}
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}
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/// <summary> Get settings of current active editor </summary>
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public static Settings GetSettings() {
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if (XNodeEditor.NodeEditorWindow.current == null) return new Settings();
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if (lastEditor != XNodeEditor.NodeEditorWindow.current.graphEditor) {
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object[] attribs = XNodeEditor.NodeEditorWindow.current.graphEditor.GetType().GetCustomAttributes(typeof(XNodeEditor.NodeGraphEditor.CustomNodeGraphEditorAttribute), true);
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if (attribs.Length == 1) {
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XNodeEditor.NodeGraphEditor.CustomNodeGraphEditorAttribute attrib = attribs[0] as XNodeEditor.NodeGraphEditor.CustomNodeGraphEditorAttribute;
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lastEditor = XNodeEditor.NodeEditorWindow.current.graphEditor;
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lastKey = attrib.editorPrefsKey;
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} else return null;
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}
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if (!settings.ContainsKey(lastKey)) VerifyLoaded();
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return settings[lastKey];
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}
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#if UNITY_2019_1_OR_NEWER
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[SettingsProvider]
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public static SettingsProvider CreateXNodeSettingsProvider() {
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SettingsProvider provider = new SettingsProvider("Preferences/Node Editor", SettingsScope.User) {
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guiHandler = (searchContext) => { XNodeEditor.NodeEditorPreferences.PreferencesGUI(); },
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keywords = new HashSet<string>(new [] { "xNode", "node", "editor", "graph", "connections", "noodles", "ports" })
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};
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return provider;
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}
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#endif
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#if !UNITY_2019_1_OR_NEWER
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[PreferenceItem("Node Editor")]
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#endif
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private static void PreferencesGUI() {
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VerifyLoaded();
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Settings settings = NodeEditorPreferences.settings[lastKey];
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if (GUILayout.Button(new GUIContent("Documentation", "https://github.com/Siccity/xNode/wiki"), GUILayout.Width(100))) Application.OpenURL("https://github.com/Siccity/xNode/wiki");
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EditorGUILayout.Space();
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NodeSettingsGUI(lastKey, settings);
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GridSettingsGUI(lastKey, settings);
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SystemSettingsGUI(lastKey, settings);
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TypeColorsGUI(lastKey, settings);
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if (GUILayout.Button(new GUIContent("Set Default", "Reset all values to default"), GUILayout.Width(120))) {
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ResetPrefs();
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}
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}
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private static void GridSettingsGUI(string key, Settings settings) {
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//Label
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EditorGUILayout.LabelField("Grid", EditorStyles.boldLabel);
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settings.gridSnap = EditorGUILayout.Toggle(new GUIContent("Snap", "Hold CTRL in editor to invert"), settings.gridSnap);
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settings.zoomToMouse = EditorGUILayout.Toggle(new GUIContent("Zoom to Mouse", "Zooms towards mouse position"), settings.zoomToMouse);
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EditorGUILayout.LabelField("Zoom");
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EditorGUI.indentLevel++;
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settings.maxZoom = EditorGUILayout.FloatField(new GUIContent("Max", "Upper limit to zoom"), settings.maxZoom);
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settings.minZoom = EditorGUILayout.FloatField(new GUIContent("Min", "Lower limit to zoom"), settings.minZoom);
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EditorGUI.indentLevel--;
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settings.gridLineColor = EditorGUILayout.ColorField("Color", settings.gridLineColor);
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settings.gridBgColor = EditorGUILayout.ColorField(" ", settings.gridBgColor);
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if (GUI.changed) {
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SavePrefs(key, settings);
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NodeEditorWindow.RepaintAll();
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}
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EditorGUILayout.Space();
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}
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private static void SystemSettingsGUI(string key, Settings settings) {
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//Label
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EditorGUILayout.LabelField("System", EditorStyles.boldLabel);
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settings.autoSave = EditorGUILayout.Toggle(new GUIContent("Autosave", "Disable for better editor performance"), settings.autoSave);
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settings.openOnCreate = EditorGUILayout.Toggle(new GUIContent("Open Editor on Create", "Disable to prevent openening the editor when creating a new graph"), settings.openOnCreate);
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if (GUI.changed) SavePrefs(key, settings);
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EditorGUILayout.Space();
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}
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private static void NodeSettingsGUI(string key, Settings settings) {
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//Label
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EditorGUILayout.LabelField("Node", EditorStyles.boldLabel);
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settings.tintColor = EditorGUILayout.ColorField("Tint", settings.tintColor);
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settings.highlightColor = EditorGUILayout.ColorField("Selection", settings.highlightColor);
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settings.noodlePath = (NoodlePath) EditorGUILayout.EnumPopup("Noodle path", (Enum) settings.noodlePath);
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settings.noodleThickness = EditorGUILayout.FloatField(new GUIContent("Noodle thickness", "Noodle Thickness of the node connections"), settings.noodleThickness);
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settings.noodleStroke = (NoodleStroke) EditorGUILayout.EnumPopup("Noodle stroke", (Enum) settings.noodleStroke);
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settings.portTooltips = EditorGUILayout.Toggle("Port Tooltips", settings.portTooltips);
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settings.dragToCreate = EditorGUILayout.Toggle(new GUIContent("Drag to Create", "Drag a port connection anywhere on the grid to create and connect a node"), settings.dragToCreate);
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settings.createFilter = EditorGUILayout.Toggle(new GUIContent("Create Filter", "Only show nodes that are compatible with the selected port"), settings.createFilter);
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//END
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if (GUI.changed) {
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SavePrefs(key, settings);
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NodeEditorWindow.RepaintAll();
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}
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EditorGUILayout.Space();
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}
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private static void TypeColorsGUI(string key, Settings settings) {
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//Label
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EditorGUILayout.LabelField("Types", EditorStyles.boldLabel);
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//Clone keys so we can enumerate the dictionary and make changes.
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var typeColorKeys = new List<Type>(typeColors.Keys);
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//Display type colors. Save them if they are edited by the user
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foreach (var type in typeColorKeys) {
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string typeColorKey = NodeEditorUtilities.PrettyName(type);
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Color col = typeColors[type];
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EditorGUI.BeginChangeCheck();
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EditorGUILayout.BeginHorizontal();
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col = EditorGUILayout.ColorField(typeColorKey, col);
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EditorGUILayout.EndHorizontal();
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if (EditorGUI.EndChangeCheck()) {
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typeColors[type] = col;
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if (settings.typeColors.ContainsKey(typeColorKey)) settings.typeColors[typeColorKey] = col;
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else settings.typeColors.Add(typeColorKey, col);
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SavePrefs(key, settings);
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NodeEditorWindow.RepaintAll();
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}
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}
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}
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/// <summary> Load prefs if they exist. Create if they don't </summary>
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private static Settings LoadPrefs() {
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// Create settings if it doesn't exist
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if (!EditorPrefs.HasKey(lastKey)) {
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if (lastEditor != null) EditorPrefs.SetString(lastKey, JsonUtility.ToJson(lastEditor.GetDefaultPreferences()));
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else EditorPrefs.SetString(lastKey, JsonUtility.ToJson(new Settings()));
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}
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return JsonUtility.FromJson<Settings>(EditorPrefs.GetString(lastKey));
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}
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/// <summary> Delete all prefs </summary>
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public static void ResetPrefs() {
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if (EditorPrefs.HasKey(lastKey)) EditorPrefs.DeleteKey(lastKey);
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if (settings.ContainsKey(lastKey)) settings.Remove(lastKey);
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typeColors = new Dictionary<Type, Color>();
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VerifyLoaded();
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NodeEditorWindow.RepaintAll();
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}
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/// <summary> Save preferences in EditorPrefs </summary>
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private static void SavePrefs(string key, Settings settings) {
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EditorPrefs.SetString(key, JsonUtility.ToJson(settings));
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}
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/// <summary> Check if we have loaded settings for given key. If not, load them </summary>
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private static void VerifyLoaded() {
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if (!settings.ContainsKey(lastKey)) settings.Add(lastKey, LoadPrefs());
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}
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/// <summary> Return color based on type </summary>
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public static Color GetTypeColor(System.Type type) {
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VerifyLoaded();
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if (type == null) return Color.gray;
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Color col;
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if (!typeColors.TryGetValue(type, out col)) {
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string typeName = type.PrettyName();
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if (settings[lastKey].typeColors.ContainsKey(typeName)) typeColors.Add(type, settings[lastKey].typeColors[typeName]);
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else {
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#if UNITY_5_4_OR_NEWER
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UnityEngine.Random.State oldState = UnityEngine.Random.state;
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UnityEngine.Random.InitState(typeName.GetHashCode());
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#else
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int oldSeed = UnityEngine.Random.seed;
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UnityEngine.Random.seed = typeName.GetHashCode();
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#endif
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col = new Color(UnityEngine.Random.value, UnityEngine.Random.value, UnityEngine.Random.value);
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typeColors.Add(type, col);
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#if UNITY_5_4_OR_NEWER
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UnityEngine.Random.state = oldState;
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#else
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UnityEngine.Random.seed = oldSeed;
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#endif
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}
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}
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return col;
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}
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}
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}
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