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97 lines (81 loc) · 3.38 KB
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using UnityEngine;
using UnityEngine.UIElements;
using UnityEditor;
using System;
using System.Collections.Generic;
using Object = UnityEngine.Object;
namespace GraphProcessor
{
/// <summary>
/// Custom editor of the node inspector, you can inherit from this class to customize your node inspector.
/// </summary>
[CustomEditor(typeof(NodeInspectorObject))]
public class NodeInspectorObjectEditor : Editor
{
NodeInspectorObject inspector;
protected VisualElement root;
protected VisualElement selectedNodeList;
protected VisualElement placeholder;
Dictionary<BaseNode, VisualElement> nodeInspectorCache = new Dictionary<BaseNode, VisualElement>();
protected virtual void OnEnable()
{
inspector = target as NodeInspectorObject;
inspector.nodeSelectionUpdated += UpdateNodeInspectorList;
root = new VisualElement();
selectedNodeList = new VisualElement();
selectedNodeList.styleSheets.Add(Resources.Load<StyleSheet>("GraphProcessorStyles/InspectorView"));
root.Add(selectedNodeList);
placeholder = new Label("Select a node to show it's settings in the inspector");
placeholder.AddToClassList("PlaceHolder");
UpdateNodeInspectorList();
}
protected virtual void OnDisable()
{
inspector.nodeSelectionUpdated -= UpdateNodeInspectorList;
}
public override VisualElement CreateInspectorGUI() => root;
protected virtual void UpdateNodeInspectorList()
{
selectedNodeList.Clear();
if (inspector.selectedNodes.Count == 0)
selectedNodeList.Add(placeholder);
foreach (var nodeView in inspector.selectedNodes)
selectedNodeList.Add(CreateNodeBlock(nodeView));
}
protected VisualElement CreateNodeBlock(BaseNodeView nodeView)
{
var view = new VisualElement();
view.Add(new Label(nodeView.nodeTarget.name));
var tmp = nodeView.controlsContainer;
nodeView.controlsContainer = view;
nodeView.Enable(true);
nodeView.controlsContainer.AddToClassList("NodeControls");
var block = nodeView.controlsContainer;
nodeView.controlsContainer = tmp;
return block;
}
}
/// <summary>
/// Node inspector object, you can inherit from this class to customize your node inspector.
/// </summary>
public class NodeInspectorObject : ScriptableObject
{
/// <summary>Previously selected object by the inspector</summary>
public Object previouslySelectedObject;
/// <summary>List of currently selected nodes</summary>
public HashSet<BaseNodeView> selectedNodes { get; private set; } = new HashSet<BaseNodeView>();
/// <summary>Triggered when the selection is updated</summary>
public event Action nodeSelectionUpdated;
/// <summary>Updates the selection from the graph</summary>
public virtual void UpdateSelectedNodes(HashSet<BaseNodeView> views)
{
selectedNodes = views;
nodeSelectionUpdated?.Invoke();
}
public virtual void NodeViewRemoved(BaseNodeView view)
{
selectedNodes.Remove(view);
nodeSelectionUpdated?.Invoke();
}
}
}