在Unity中创建基于节点的编辑器

本文介绍如何使用Unity创建一个基本的节点编辑器,涵盖创建窗口、节点、连接点及连接等功能,实现节点拖动、选择反馈、网格绘制等交互。

1.创建窗口(EditorWindow)

首先绘制元素,然后处理输入,如果GUI由于输入事件而改变,则强制窗口重新绘制。

using UnityEngine;
using UnityEditor;
using System.Collections.Generic;
public class NodeBasedEditor : EditorWindow
{
[MenuItem("Window/Node Based Editor")]
private static void OpenWindow()
{
NodeBasedEditor window = GetWindow<NodeBasedEditor>();
window.titleContent = new GUIContent("Node Based Editor");
}
private void OnGUI()
{
DrawNodes();
ProcessEvents(Event.current);
if (GUI.changed) Repaint();
}
private void DrawNodes()
{
}
private void ProcessEvents(Event e)
{
}
}


2.创建节点

因为这是一个节点编辑器,它应该包含一个节点列表,这需要我们定义一个List <Node>。但首先我们应该定义Node类。一个节点将负责绘制本身和处理它自己的事件。不像ProcessEvents(事件e)NodeBasedEditorProcessEvents(事件E)节点将返回一个布尔值,这样我们就可以检查我们是否应该重新绘制GUI与否。

using System;
using UnityEditor;
using UnityEngine;
public class Node
{
public Rect rect;
public string title;
public GUIStyle style;
public Node(Vector2 position, float width, float height, GUIStyle nodeStyle)
{
rect = new Rect(position.x, position.y, width, height);
style = nodeStyle;
}
public void Drag(Vector2 delta)
{
rect.position += delta;
}
public void Draw()
{
GUI.Box(rect, title, style);
}
public bool ProcessEvents(Event e)
{
return false;
}
}

using UnityEngine;
using UnityEditor;
using System.Collections.Generic;
public class NodeBasedEditor : EditorWindow
{
private List<Node> nodes;
[MenuItem("Window/Node Based Editor")]
private static void OpenWindow()
{
NodeBasedEditor window = GetWindow<NodeBasedEditor>();
window.titleContent = new GUIContent("Node Based Editor");
}
private void OnGUI()
{
DrawNodes();
ProcessEvents(Event.current);
if (GUI.changed) Repaint();
}
private void DrawNodes()
{
if (nodes != null)
{
for (int i = 0; i < nodes.Count; i++)
{
nodes[i].Draw();
}
}
}
private void ProcessEvents(Event e)
{
}
}

创建节点

节点现在在编辑器中绘制,但如果我们不创建它们,我们就看不到它们。当用户在编辑器中右键单击时,我们应该显示一个带有“添加节点”项的上下文菜单。当用户单击“添加节点”时,我们将创建一个节点并将其添加到节点列表中,以便绘制它。节点需要的位置,宽度,高度和造型; 位置将是鼠标的当前位置,宽度将为200,高度将为50。

using UnityEngine;
using UnityEditor;
using System.Collections.Generic;
public class NodeBasedEditor : EditorWindow
{
private List<Node> nodes;
private GUIStyle nodeStyle;
[MenuItem("Window/Node Based Editor")]
private static void OpenWindow()
{
NodeBasedEditor window = GetWindow<NodeBasedEditor>();
window.titleContent = new GUIContent("Node Based Editor");
}
private void OnEnable()
{
nodeStyle = new GUIStyle();
nodeStyle.normal.background = EditorGUIUtility.Load("builtin skins/darkskin/images/node1.png") as Texture2D;
nodeStyle.border = new RectOffset(12, 12, 12, 12);
}
private void OnGUI()
{
DrawNodes();
ProcessEvents(Event.current);
if (GUI.changed) Repaint();
}
private void DrawNodes()
{
if (nodes != null)
{
for (int i = 0; i < nodes.Count; i++)
{
nodes[i].Draw();
}
}
}
private void ProcessEvents(Event e)
{
switch (e.type)
{
case EventType.MouseDown:
if (e.button == 1)
{
ProcessContextMenu(e.mousePosition);
}
break;
}
}
private void ProcessContextMenu(Vector2 mousePosition)
{
GenericMenu genericMenu = new GenericMenu();
genericMenu.AddItem(new GUIContent("Add node"), false, () => OnClickAddNode(mousePosition));
genericMenu.ShowAsContext();
}
private void OnClickAddNode(Vector2 mousePosition)
{
if (nodes == null)
{
nodes = new List<Node>();
}
nodes.Add(new Node(mousePosition, 200, 50, nodeStyle));
}
}


使节点可拖动

好的,现在我们可以添加节点,但我们无法拖动它们。正如我前面提到的,节点将处理自己的事件,因此我们将在Node类中处理drag事件这里要注意的一件重要事情是我们应该使用Use()方法“使用”拖动事件稍后,我们将添加画布拖动,我们不希望同时拖动节点和整个画布(“使用”事件阻止其被其他进程使用,即它停止事件冒泡)。另请注意,ProcessNodeEvents(事件e)中的for循环向后遍历节点列表,因为最后一个节点是在顶部绘制的,因此它应该首先处理事件。

using System;
using UnityEditor;
using UnityEngine;
public class Node
{
public Rect rect;
public string title;
public bool isDragged;
public GUIStyle style;
public Node(Vector2 position, float width, float height, GUIStyle nodeStyle)
{
rect = new Rect(position.x, position.y, width, height);
style = nodeStyle;
}
public void Drag(Vector2 delta)
{
rect.position += delta;
}
public void Draw()
{
GUI.Box(rect, title, style);
}
public bool ProcessEvents(Event e)
{
switch (e.type)
{
case EventType.MouseDown:
if (e.button == 0)
{
if (rect.Contains(e.mousePosition))
{
isDragged = true;
GUI.changed = true;
}
else
{
GUI.changed = true;
}
}
break;
case EventType.MouseUp:
isDragged = false;
break;
case EventType.MouseDrag:
if (e.button == 0 && isDragged)
{
Drag(e.delta);
e.Use();
return true;
}
break;
}
return false;
}
}


public class NodeBasedEditor : EditorWindow{

。。。。。。。。。。

}

private void OnGUI()
{
DrawNodes();
ProcessNodeEvents(Event.current);
ProcessEvents(Event.current);

if (GUI.changed) Repaint();
}
private void DrawNodes()
{
if (nodes != null)
{
for (int i = 0; i < nodes.Count; i++)
{
nodes[i].Draw();
}
}
}
private void ProcessEvents(Event e)
{
switch (e.type)
{
case EventType.MouseDown:
if (e.button == 1)
{
ProcessContextMenu(e.mousePosition);
}
break;
}
}
private void ProcessNodeEvents(Event e)
{
if (nodes != null)
{
for (int i = nodes.Count - 1; i >= 0; i--)
{
bool guiChanged = nodes[i].ProcessEvents(e);
if (guiChanged)
{
GUI.changed = true;
}
}
}
}
    
private void ProcessContextMenu(Vector2 mousePosition)
{
GenericMenu genericMenu = new GenericMenu();
genericMenu.AddItem(new GUIContent("Add node"), false, () => OnClickAddNode(mousePosition));
genericMenu.ShowAsContext();
}

在节点之间创建连接

我们的节点编辑器现在有节点,但我们也应该能够连接它们。为此,我们需要节点上的两个连接点(输入和输出)以及它们之间的连接。连接点有一个矩形(这样我们可以绘制它),有一个类型(in或out),有一个样式,它引用它的父节点。因此,我们的ConnectionPoint类将是一个非常简单的类; 在特定位置绘制按钮,并在单击此按钮时执行操作。

另一方面,连接有两个连接点和一个删除它的操作。Connection类比ConnectionPoint简单得多,但它引入了一个新概念:Handles此类实际上用于在“ 场景”视图中绘制3D GUI控件,但它是唯一具有贝塞尔绘图方法的类:Handles.DrawBezier(Vector3,Vector3,Vector3,Vector3,Color,Texture2D,float)。它需要7个参数,前4个参数是位置控制(起始位置,结束位置,开始切线和结束切线),而其余参数确定贝塞尔曲线的外观。

using System;
using UnityEngine;
public enum ConnectionPointType { In, Out }
public class ConnectionPoint
{
public Rect rect;
public ConnectionPointType type;
public Node node;
public GUIStyle style;
public Action<ConnectionPoint> OnClickConnectionPoint;
public ConnectionPoint(Node node, ConnectionPointType type, GUIStyle style, Action<ConnectionPoint> OnClickConnectionPoint)
{
this.node = node;
this.type = type;
this.style = style;
this.OnClickConnectionPoint = OnClickConnectionPoint;
rect = new Rect(0, 0, 10f, 20f);
}
public void Draw()
{
rect.y = node.rect.y + (node.rect.height * 0.5f) - rect.height * 0.5f;
switch (type)
{
case ConnectionPointType.In:
rect.x = node.rect.x - rect.width + 8f;
break;
case ConnectionPointType.Out:
rect.x = node.rect.x + node.rect.width - 8f;
break;
}
if (GUI.Button(rect, "", style))
{
if (OnClickConnectionPoint != null)
{
OnClickConnectionPoint(this);
}
}
}
}


using System;
using UnityEditor;
using UnityEngine;
public class Connection
{
public ConnectionPoint inPoint;
public ConnectionPoint outPoint;
public Action<Connection> OnClickRemoveConnection;
public Connection(ConnectionPoint inPoint, ConnectionPoint outPoint, Action<Connection> OnClickRemoveConnection)
{
this.inPoint = inPoint;
this.outPoint = outPoint;
this.OnClickRemoveConnection = OnClickRemoveConnection;
}
public void Draw()
{
Handles.DrawBezier(
inPoint.rect.center,
outPoint.rect.center,
inPoint.rect.center + Vector2.left * 50f,
outPoint.rect.center - Vector2.left * 50f,
Color.white,
null,
2f
);
if (Handles.Button((inPoint.rect.center + outPoint.rect.center) * 0.5f, Quaternion.identity, 4, 8, Handles.RectangleCap))
{
if (OnClickRemoveConnection != null)
{
OnClickRemoveConnection(this);
}
}
}
}

绘图连接

由于  ConnectionConnectionPoint类已准备就绪,我们所要做的就是在Node类中绘制连接点并在NodeBasedEditor中绘制连接Node类的变化将是最小的; 我们将定义两个连接点,修改构造函数,以便我们可以为它们传递样式和操作,并在Draw()方法中绘制它们

但是,NodeBasedEditor需要进行重大修改。首先,我们需要为连接点定义样式。你可以为它们使用单​​一的样式,但我希望它们看起来不同,所以我将为每个样式使用单独的样式。我们将在OnEnable()中初始化这些样式,就像我们初始化节点样式一样。

其次,我们需要跟踪点击连接点,这样,当用户选择出来,我们应该创建它们之间的连接。此步骤包括大多数添加内容:

  • OnClickInPoint(ConnectionPoint)处理单击点。
  • OnClickOutPoint(ConnectionPoint)处理单击点。
  • OnClickRemoveConnection(连接)处理单击连接上的删除按钮。
  • 创建连接()创建一个当连接和一个点被选择。
  • ClearConnectionSelection()清除选定的点。

最后,我们需要在OnGUI()中绘制连接,就像我们绘制节点一样。

using System;
using UnityEditor;
using UnityEngine;
public class Node
{
public Rect rect;
public string title;
public bool isDragged;
public ConnectionPoint inPoint;
public ConnectionPoint outPoint;
public GUIStyle style;
public Node(Vector2 position, float width, float height, GUIStyle nodeStyle, GUIStyle inPointStyle, GUIStyle outPointStyle, Action<ConnectionPoint> OnClickInPoint, Action<ConnectionPoint> OnClickOutPoint)
{
rect = new Rect(position.x, position.y, width, height);
style = nodeStyle;
inPoint = new ConnectionPoint(this, ConnectionPointType.In, inPointStyle, OnClickInPoint);
outPoint = new ConnectionPoint(this, ConnectionPointType.Out, outPointStyle, OnClickOutPoint);
}
public void Drag(Vector2 delta)
{
rect.position += delta;
}
public void Draw()
{
inPoint.Draw();
outPoint.Draw();
GUI.Box(rect, title, style);
}
public bool ProcessEvents(Event e)
{
switch (e.type)
{
case EventType.MouseDown:
if (e.button == 0)
{
if (rect.Contains(e.mousePosition))
{
isDragged = true;
GUI.changed = true;
}
else
{
GUI.changed = true;
}
}
break;
case EventType.MouseUp:
isDragged = false;
break;
case EventType.MouseDrag:
if (e.button == 0 && isDragged)
{
Drag(e.delta);
e.Use();
return true;
}
break;
}
return false;
}
}


using UnityEngine;
using UnityEditor;
using System.Collections.Generic;
public class NodeBasedEditor : EditorWindow
{
private List<Node> nodes;
private List<Connection> connections;
private GUIStyle nodeStyle;
private GUIStyle inPointStyle;
private GUIStyle outPointStyle;
private ConnectionPoint selectedInPoint;
private ConnectionPoint selectedOutPoint;
[MenuItem("Window/Node Based Editor")]
private static void OpenWindow()
{
NodeBasedEditor window = GetWindow<NodeBasedEditor>();
window.titleContent = new GUIContent("Node Based Editor");
}
private void OnEnable()
{
nodeStyle = new GUIStyle();
nodeStyle.normal.background = EditorGUIUtility.Load("builtin skins/darkskin/images/node1.png") as Texture2D;
nodeStyle.border = new RectOffset(12, 12, 12, 12);
        
inPointStyle = new GUIStyle();
inPointStyle.normal.background = EditorGUIUtility.Load("builtin skins/darkskin/images/btn left.png") as Texture2D;
inPointStyle.active.background = EditorGUIUtility.Load("builtin skins/darkskin/images/btn left on.png") as Texture2D;
inPointStyle.border = new RectOffset(4, 4, 12, 12);
outPointStyle = new GUIStyle();
outPointStyle.normal.background = EditorGUIUtility.Load("builtin skins/darkskin/images/btn right.png") as Texture2D;
outPointStyle.active.background = EditorGUIUtility.Load("builtin skins/darkskin/images/btn right on.png") as Texture2D;
outPointStyle.border = new RectOffset(4, 4, 12, 12);
}
private void OnGUI()
{
DrawNodes();
DrawConnections();
ProcessNodeEvents(Event.current);
ProcessEvents(Event.current);
if (GUI.changed) Repaint();
}
private void DrawNodes()
{
if (nodes != null)
{
for (int i = 0; i < nodes.Count; i++)
{
nodes[i].Draw();
}
}
}
private void DrawConnections()
{
if (connections != null)
{
for (int i = 0; i < connections.Count; i++)
{
connections[i].Draw();
}
}
}
private void ProcessEvents(Event e)
{
switch (e.type)
{
case EventType.MouseDown:
if (e.button == 0)
{
ClearConnectionSelection();
}
if (e.button == 1)
{
ProcessContextMenu(e.mousePosition);
}
break;
}
}
private void ProcessNodeEvents(Event e)
{
if (nodes != null)
{
for (int i = nodes.Count - 1; i >= 0; i--)
{
bool guiChanged = nodes[i].ProcessEvents(e);
if (guiChanged)
{
GUI.changed = true;
}
}
}
}
    
private void ProcessContextMenu(Vector2 mousePosition)
{
GenericMenu genericMenu = new GenericMenu();
genericMenu.AddItem(new GUIContent("Add node"), false, () => OnClickAddNode(mousePosition));
genericMenu.ShowAsContext();
}
private void OnClickAddNode(Vector2 mousePosition)
{
if (nodes == null)
{
nodes = new List<Node>();
}
nodes.Add(new Node(mousePosition, 200, 50, nodeStyle, inPointStyle, outPointStyle, OnClickInPoint, OnClickOutPoint));
}
private void OnClickInPoint(ConnectionPoint inPoint)
{
selectedInPoint = inPoint;
if (selectedOutPoint != null)
{
if (selectedOutPoint.node != selectedInPoint.node)
{
CreateConnection();
ClearConnectionSelection();
}
else
{
ClearConnectionSelection();
}
}
}
private void OnClickOutPoint(ConnectionPoint outPoint)
{
selectedOutPoint = outPoint;
if (selectedInPoint != null)
{
if (selectedOutPoint.node != selectedInPoint.node)
{
CreateConnection();
ClearConnectionSelection();
}
else
{
ClearConnectionSelection();
}
}
}
private void OnClickRemoveConnection(Connection connection)
{
connections.Remove(connection);
}
private void CreateConnection()
{
if (connections == null)
{
connections = new List<Connection>();
}
connections.Add(new Connection(selectedInPoint, selectedOutPoint, OnClickRemoveConnection));
}
private void ClearConnectionSelection()
{
selectedInPoint = null;
selectedOutPoint = null;
}
}


选择节点

我们应该在用户点击某个节点时提供反馈,以便他们知道他们选择了哪个节点(或者根本就选择了一个节点)。当用户想要删除节点时,这将非常有用。

using System;
using UnityEditor;
using UnityEngine;
public class Node
{
public Rect rect;
public string title;
public bool isDragged;
public bool isSelected;
public ConnectionPoint inPoint;
public ConnectionPoint outPoint;
public GUIStyle style;
public GUIStyle defaultNodeStyle;
public GUIStyle selectedNodeStyle;
public Node(Vector2 position, float width, float height, GUIStyle nodeStyle, GUIStyle selectedStyle, GUIStyle inPointStyle, GUIStyle outPointStyle, Action<ConnectionPoint> OnClickInPoint, Action<ConnectionPoint> OnClickOutPoint)
{
rect = new Rect(position.x, position.y, width, height);
style = nodeStyle;
inPoint = new ConnectionPoint(this, ConnectionPointType.In, inPointStyle, OnClickInPoint);
outPoint = new ConnectionPoint(this, ConnectionPointType.Out, outPointStyle, OnClickOutPoint);
defaultNodeStyle = nodeStyle;
selectedNodeStyle = selectedStyle;
}
public void Drag(Vector2 delta)
{
rect.position += delta;
}
public void Draw()
{
inPoint.Draw();
outPoint.Draw();
GUI.Box(rect, title, style);
}
public bool ProcessEvents(Event e)
{
switch (e.type)
{
case EventType.MouseDown:
if (e.button == 0)
{
if (rect.Contains(e.mousePosition))
{
isDragged = true;
GUI.changed = true;
isSelected = true;
style = selectedNodeStyle;
}
else
{
GUI.changed = true;
isSelected = false;
style = defaultNodeStyle;
}
}
break;
case EventType.MouseUp:
isDragged = false;
break;
case EventType.MouseDrag:
if (e.button == 0 && isDragged)
{
Drag(e.delta);
e.Use();
return true;
}
break;
}
return false;
}
}


using UnityEngine;
using UnityEditor;
using System.Collections.Generic;
public class NodeBasedEditor : EditorWindow
{
private List<Node> nodes;
private List<Connection> connections;
private GUIStyle nodeStyle;
private GUIStyle selectedNodeStyle;
private GUIStyle inPointStyle;
private GUIStyle outPointStyle;
private ConnectionPoint selectedInPoint;
private ConnectionPoint selectedOutPoint;
[MenuItem("Window/Node Based Editor")]
private static void OpenWindow()
{
NodeBasedEditor window = GetWindow<NodeBasedEditor>();
window.titleContent = new GUIContent("Node Based Editor");
}
private void OnEnable()
{
nodeStyle = new GUIStyle();
nodeStyle.normal.background = EditorGUIUtility.Load("builtin skins/darkskin/images/node1.png") as Texture2D;
nodeStyle.border = new RectOffset(12, 12, 12, 12);
selectedNodeStyle = new GUIStyle();
selectedNodeStyle.normal.background = EditorGUIUtility.Load("builtin skins/darkskin/images/node1 on.png") as Texture2D;
selectedNodeStyle.border = new RectOffset(12, 12, 12, 12);
inPointStyle = new GUIStyle();
inPointStyle.normal.background = EditorGUIUtility.Load("builtin skins/darkskin/images/btn left.png") as Texture2D;
inPointStyle.active.background = EditorGUIUtility.Load("builtin skins/darkskin/images/btn left on.png") as Texture2D;
inPointStyle.border = new RectOffset(4, 4, 12, 12);
outPointStyle = new GUIStyle();
outPointStyle.normal.background = EditorGUIUtility.Load("builtin skins/darkskin/images/btn right.png") as Texture2D;
outPointStyle.active.background = EditorGUIUtility.Load("builtin skins/darkskin/images/btn right on.png") as Texture2D;
outPointStyle.border = new RectOffset(4, 4, 12, 12);
}
...


NodeBasedEditor{。。。。。}
private void OnClickAddNode(Vector2 mousePosition)
{
if (nodes == null)
{
nodes = new List<Node>();
}
nodes.Add(new Node(mousePosition, 200, 50, nodeStyle, selectedNodeStyle, inPointStyle, outPointStyle, OnClickInPoint, OnClickOutPoint));
}


删除节点

某些节点编辑器更喜欢将删除节点按钮放在节点本身上,但在我们的情况下,它可能很危险:用户可能会意外删除节点。因此,我们将做下一个最好的事情:将该按钮放在上下文菜单上。用户应首先选择节点,然后右键单击该节点以访问  删除节点按钮。当用户单击删除节点时,我们将从节点列表中删除该节点。但是,节点可能与其他节点有连接,因此我们应首先删除这些连接。

using System;
using UnityEditor;
using UnityEngine;
public class Node
{
public Rect rect;
public string title;
public bool isDragged;
public bool isSelected;
public ConnectionPoint inPoint;
public ConnectionPoint outPoint;
public GUIStyle style;
public GUIStyle defaultNodeStyle;
public GUIStyle selectedNodeStyle;
public Action<Node> OnRemoveNode;
public Node(Vector2 position, float width, float height, GUIStyle nodeStyle, GUIStyle selectedStyle, GUIStyle inPointStyle, GUIStyle outPointStyle, Action<ConnectionPoint> OnClickInPoint, Action<ConnectionPoint> OnClickOutPoint, Action<Node> OnClickRemoveNode)
{
rect = new Rect(position.x, position.y, width, height);
style = nodeStyle;
inPoint = new ConnectionPoint(this, ConnectionPointType.In, inPointStyle, OnClickInPoint);
outPoint = new ConnectionPoint(this, ConnectionPointType.Out, outPointStyle, OnClickOutPoint);
defaultNodeStyle = nodeStyle;
selectedNodeStyle = selectedStyle;
OnRemoveNode = OnClickRemoveNode;
}
public void Drag(Vector2 delta)
{
rect.position += delta;
}
public void Draw()
{
inPoint.Draw();
outPoint.Draw();
GUI.Box(rect, title, style);
}
public bool ProcessEvents(Event e)
{
switch (e.type)
{
case EventType.MouseDown:
if (e.button == 0)
{
if (rect.Contains(e.mousePosition))
{
isDragged = true;
GUI.changed = true;
isSelected = true;
style = selectedNodeStyle;
}
else
{
GUI.changed = true;
isSelected = false;
style = defaultNodeStyle;
}
}
if (e.button == 1 && isSelected && rect.Contains(e.mousePosition))
{
ProcessContextMenu();
e.Use();
}
break;
case EventType.MouseUp:
isDragged = false;
break;
case EventType.MouseDrag:
if (e.button == 0 && isDragged)
{
Drag(e.delta);
e.Use();
return true;
}
break;
}
return false;
}
private void ProcessContextMenu()
{
GenericMenu genericMenu = new GenericMenu();
genericMenu.AddItem(new GUIContent("Remove node"), false, OnClickRemoveNode);
genericMenu.ShowAsContext();
}
private void OnClickRemoveNode()
{
if (OnRemoveNode != null)
{
OnRemoveNode(this);
}
}
}



NodeBasedEditor{。。。。。}
private void OnClickAddNode(Vector2 mousePosition)
{
if (nodes == null)
{
nodes = new List<Node>();
}
nodes.Add(new Node(mousePosition, 200, 50, nodeStyle, selectedNodeStyle, inPointStyle, outPointStyle, OnClickInPoint, OnClickOutPoint, OnClickRemoveNode));
}


NodeBasedEditor{。。。。。}
private void OnClickRemoveNode(Node node)
{
if (connections != null)
{
List<Connection> connectionsToRemove = new List<Connection>();
for (int i = 0; i < connections.Count; i++)
{
if (connections[i].inPoint == node.inPoint || connections[i].outPoint == node.outPoint)
{
connectionsToRemove.Add(connections[i]);
}
}
for (int i = 0; i < connectionsToRemove.Count; i++)
{
connections.Remove(connectionsToRemove[i]);
}
connectionsToRemove = null;
}
nodes.Remove(node);
}


最后的接触

此时节点编辑器已完成,但它缺少一些可以提升用户体验的重要功能:

  • 可拖动的帆布,
  • 从选定连接点到鼠标位置的贝塞尔曲线,
  • 背景中的网格。

让我们的画布可拖动是最简单的,所以让我们从这开始。我们所要做的就是将鼠标拖动应用于节点列表中的每个节点。


NodeBasedEditor{。。。。。}
public class NodeBasedEditor : EditorWindow
{
private List<Node> nodes;
private List<Connection> connections;
private GUIStyle nodeStyle;
private GUIStyle selectedNodeStyle;
private GUIStyle inPointStyle;
private GUIStyle outPointStyle;
private ConnectionPoint selectedInPoint;
private ConnectionPoint selectedOutPoint;
private Vector2 drag;
...

private void ProcessEvents(Event e)
{
drag = Vector2.zero;
switch (e.type)
{
case EventType.MouseDown:
if (e.button == 0)
{
ClearConnectionSelection();
}
if (e.button == 1)
{
ProcessContextMenu(e.mousePosition);
}
break;
case EventType.MouseDrag:
if (e.button == 0)
{
OnDrag(e.delta);
}
break;
}
}

private void OnDrag(Vector2 delta)
{
drag = delta;
if (nodes != null)
{
for (int i = 0; i < nodes.Count; i++)
{
nodes[i].Drag(delta);
}
}
GUI.changed = true;
}

接下来,将贝塞尔曲线从选定的连接点绘制到鼠标位置。通过绘制这个bezier,我们将让用户知道选择了哪个连接点以及它们的连接方式。

private void OnGUI()
{
DrawNodes();
DrawConnections();
DrawConnectionLine(Event.current);
ProcessNodeEvents(Event.current);
ProcessEvents(Event.current);
if (GUI.changed) Repaint();
}


private void DrawConnectionLine(Event e)
{
if (selectedInPoint != null && selectedOutPoint == null)
{
Handles.DrawBezier(
selectedInPoint.rect.center,
e.mousePosition,
selectedInPoint.rect.center + Vector2.left * 50f,
e.mousePosition - Vector2.left * 50f,
Color.white,
null,
2f
);
GUI.changed = true;
}
if (selectedOutPoint != null && selectedInPoint == null)
{
Handles.DrawBezier(
selectedOutPoint.rect.center,
e.mousePosition,
selectedOutPoint.rect.center - Vector2.left * 50f,
e.mousePosition + Vector2.left * 50f,
Color.white,
null,
2f
);
GUI.changed = true;
}
}


最后,绘制网格:

public class NodeBasedEditor : EditorWindow
{
private List<Node> nodes;
private List<Connection> connections;
private GUIStyle nodeStyle;
private GUIStyle selectedNodeStyle;
private GUIStyle inPointStyle;
private GUIStyle outPointStyle;
private ConnectionPoint selectedInPoint;
private ConnectionPoint selectedOutPoint;
private Vector2 offset;
private Vector2 drag;
...

private void OnGUI()
{
DrawGrid(20, 0.2f, Color.gray);
DrawGrid(100, 0.4f, Color.gray);
DrawNodes();
DrawConnections();
DrawConnectionLine(Event.current);
ProcessNodeEvents(Event.current);
ProcessEvents(Event.current);
if (GUI.changed) Repaint();
}
private void DrawGrid(float gridSpacing, float gridOpacity, Color gridColor)
{
int widthDivs = Mathf.CeilToInt(position.width / gridSpacing);
int heightDivs = Mathf.CeilToInt(position.height / gridSpacing);
Handles.BeginGUI();
Handles.color = new Color(gridColor.r, gridColor.g, gridColor.b, gridOpacity);
offset += drag * 0.5f;
Vector3 newOffset = new Vector3(offset.x % gridSpacing, offset.y % gridSpacing, 0);
for (int i = 0; i < widthDivs; i++)
{
Handles.DrawLine(new Vector3(gridSpacing * i, -gridSpacing, 0) + newOffset, new Vector3(gridSpacing * i, position.height, 0f) + newOffset);
}
for (int j = 0; j < heightDivs; j++)
{
Handles.DrawLine(new Vector3(-gridSpacing, gridSpacing * j, 0) + newOffset, new Vector3(position.width, gridSpacing * j, 0f) + newOffset);
}
Handles.color = Color.white;
Handles.EndGUI();
}


完整脚本

using UnityEngine;
using UnityEditor;
using System.Collections.Generic;

public class NodeBasedEditor : EditorWindow
{
private List<Node> nodes;
private List<Connection> connections;

private GUIStyle nodeStyle;
private GUIStyle selectedNodeStyle;
private GUIStyle inPointStyle;
private GUIStyle outPointStyle;

private ConnectionPoint selectedInPoint;
private ConnectionPoint selectedOutPoint;

private Vector2 offset;
private Vector2 drag;

[MenuItem("Window/Node Based Editor")]
private static void OpenWindow()
{
NodeBasedEditor window = GetWindow<NodeBasedEditor>();
window.titleContent = new GUIContent("Node Based Editor");
}

private void OnEnable()
{
nodeStyle = new GUIStyle();
nodeStyle.normal.background = EditorGUIUtility.Load("builtin skins/darkskin/images/node1.png") as Texture2D;
nodeStyle.border = new RectOffset(12, 12, 12, 12);

selectedNodeStyle = new GUIStyle();
selectedNodeStyle.normal.background = EditorGUIUtility.Load("builtin skins/darkskin/images/node1 on.png") as Texture2D;
selectedNodeStyle.border = new RectOffset(12, 12, 12, 12);

inPointStyle = new GUIStyle();
inPointStyle.normal.background = EditorGUIUtility.Load("builtin skins/darkskin/images/btn left.png") as Texture2D;
inPointStyle.active.background = EditorGUIUtility.Load("builtin skins/darkskin/images/btn left on.png") as Texture2D;
inPointStyle.border = new RectOffset(4, 4, 12, 12);

outPointStyle = new GUIStyle();
outPointStyle.normal.background = EditorGUIUtility.Load("builtin skins/darkskin/images/btn right.png") as Texture2D;
outPointStyle.active.background = EditorGUIUtility.Load("builtin skins/darkskin/images/btn right on.png") as Texture2D;
outPointStyle.border = new RectOffset(4, 4, 12, 12);
}

private void OnGUI()
{
DrawGrid(20, 0.2f, Color.gray);
DrawGrid(100, 0.4f, Color.gray);

DrawNodes();
DrawConnections();

DrawConnectionLine(Event.current);

ProcessNodeEvents(Event.current);
ProcessEvents(Event.current);

if (GUI.changed) Repaint();
}

private void DrawGrid(float gridSpacing, float gridOpacity, Color gridColor)
{
int widthDivs = Mathf.CeilToInt(position.width / gridSpacing);
int heightDivs = Mathf.CeilToInt(position.height / gridSpacing);

Handles.BeginGUI();
Handles.color = new Color(gridColor.r, gridColor.g, gridColor.b, gridOpacity);

offset += drag * 0.5f;
Vector3 newOffset = new Vector3(offset.x % gridSpacing, offset.y % gridSpacing, 0);

for (int i = 0; i < widthDivs; i++)
{
Handles.DrawLine(new Vector3(gridSpacing * i, -gridSpacing, 0) + newOffset, new Vector3(gridSpacing * i, position.height, 0f) + newOffset);
}

for (int j = 0; j < heightDivs; j++)
{
Handles.DrawLine(new Vector3(-gridSpacing, gridSpacing * j, 0) + newOffset, new Vector3(position.width, gridSpacing * j, 0f) + newOffset);
}

Handles.color = Color.white;
Handles.EndGUI();
}

private void DrawNodes()
{
if (nodes != null)
{
for (int i = 0; i < nodes.Count; i++)
{
nodes[i].Draw();
}
}
}

private void DrawConnections()
{
if (connections != null)
{
for (int i = 0; i < connections.Count; i++)
{
connections[i].Draw();
}
}
}

private void ProcessEvents(Event e)
{
drag = Vector2.zero;

switch (e.type)
{
case EventType.MouseDown:
if (e.button == 0)
{
ClearConnectionSelection();
}

if (e.button == 1)
{
ProcessContextMenu(e.mousePosition);
}
break;

case EventType.MouseDrag:
if (e.button == 0)
{
OnDrag(e.delta);
}
break;
}
}

private void ProcessNodeEvents(Event e)
{
if (nodes != null)
{
for (int i = nodes.Count - 1; i >= 0; i--)
{
bool guiChanged = nodes[i].ProcessEvents(e);

if (guiChanged)
{
GUI.changed = true;
}
}
}
}

private void DrawConnectionLine(Event e)
{
if (selectedInPoint != null && selectedOutPoint == null)
{
Handles.DrawBezier(
selectedInPoint.rect.center,
e.mousePosition,
selectedInPoint.rect.center + Vector2.left * 50f,
e.mousePosition - Vector2.left * 50f,
Color.white,
null,
2f
);

GUI.changed = true;
}

if (selectedOutPoint != null && selectedInPoint == null)
{
Handles.DrawBezier(
selectedOutPoint.rect.center,
e.mousePosition,
selectedOutPoint.rect.center - Vector2.left * 50f,
e.mousePosition + Vector2.left * 50f,
Color.white,
null,
2f
);

GUI.changed = true;
}
}

private void ProcessContextMenu(Vector2 mousePosition)
{
GenericMenu genericMenu = new GenericMenu();
genericMenu.AddItem(new GUIContent("Add node"), false, () => OnClickAddNode(mousePosition));
genericMenu.ShowAsContext();
}

private void OnDrag(Vector2 delta)
{
drag = delta;

if (nodes != null)
{
for (int i = 0; i < nodes.Count; i++)
{
nodes[i].Drag(delta);
}
}

GUI.changed = true;
}

private void OnClickAddNode(Vector2 mousePosition)
{
if (nodes == null)
{
nodes = new List<Node>();
}

nodes.Add(new Node(mousePosition, 200, 50, nodeStyle, selectedNodeStyle, inPointStyle, outPointStyle, OnClickInPoint, OnClickOutPoint, OnClickRemoveNode));
}

private void OnClickInPoint(ConnectionPoint inPoint)
{
selectedInPoint = inPoint;

if (selectedOutPoint != null)
{
if (selectedOutPoint.node != selectedInPoint.node)
{
CreateConnection();
ClearConnectionSelection();
}
else
{
ClearConnectionSelection();
}
}
}

private void OnClickOutPoint(ConnectionPoint outPoint)
{
selectedOutPoint = outPoint;

if (selectedInPoint != null)
{
if (selectedOutPoint.node != selectedInPoint.node)
{
CreateConnection();
ClearConnectionSelection();
}
else
{
ClearConnectionSelection();
}
}
}

private void OnClickRemoveNode(Node node)
{
if (connections != null)
{
List<Connection> connectionsToRemove = new List<Connection>();

for (int i = 0; i < connections.Count; i++)
{
if (connections[i].inPoint == node.inPoint || connections[i].outPoint == node.outPoint)
{
connectionsToRemove.Add(connections[i]);
}
}

for (int i = 0; i < connectionsToRemove.Count; i++)
{
connections.Remove(connectionsToRemove[i]);
}

connectionsToRemove = null;
}

nodes.Remove(node);
}

private void OnClickRemoveConnection(Connection connection)
{
connections.Remove(connection);
}

private void CreateConnection()
{
if (connections == null)
{
connections = new List<Connection>();
}

connections.Add(new Connection(selectedInPoint, selectedOutPoint, OnClickRemoveConnection));
}

private void ClearConnectionSelection()
{
selectedInPoint = null;
selectedOutPoint = null;
}
}


using System;
using UnityEditor;
using UnityEngine;

public class Node
{
public Rect rect;
public string title;
public bool isDragged;
public bool isSelected;

public ConnectionPoint inPoint;
public ConnectionPoint outPoint;

public GUIStyle style;
public GUIStyle defaultNodeStyle;
public GUIStyle selectedNodeStyle;

public Action<Node> OnRemoveNode;

public Node(Vector2 position, float width, float height, GUIStyle nodeStyle, GUIStyle selectedStyle, GUIStyle inPointStyle, GUIStyle outPointStyle, Action<ConnectionPoint> OnClickInPoint, Action<ConnectionPoint> OnClickOutPoint, Action<Node> OnClickRemoveNode)
{
rect = new Rect(position.x, position.y, width, height);
style = nodeStyle;
inPoint = new ConnectionPoint(this, ConnectionPointType.In, inPointStyle, OnClickInPoint);
outPoint = new ConnectionPoint(this, ConnectionPointType.Out, outPointStyle, OnClickOutPoint);
defaultNodeStyle = nodeStyle;
selectedNodeStyle = selectedStyle;
OnRemoveNode = OnClickRemoveNode;
}

public void Drag(Vector2 delta)
{
rect.position += delta;
}

public void Draw()
{
inPoint.Draw();
outPoint.Draw();
GUI.Box(rect, title, style);
}

public bool ProcessEvents(Event e)
{
switch (e.type)
{
case EventType.MouseDown:
if (e.button == 0)
{
if (rect.Contains(e.mousePosition))
{
isDragged = true;
GUI.changed = true;
isSelected = true;
style = selectedNodeStyle;
}
else
{
GUI.changed = true;
isSelected = false;
style = defaultNodeStyle;
}
}

if (e.button == 1 && isSelected && rect.Contains(e.mousePosition))
{
ProcessContextMenu();
e.Use();
}
break;

case EventType.MouseUp:
isDragged = false;
break;

case EventType.MouseDrag:
if (e.button == 0 && isDragged)
{
Drag(e.delta);
e.Use();
return true;
}
break;
}

return false;
}

private void ProcessContextMenu()
{
GenericMenu genericMenu = new GenericMenu();
genericMenu.AddItem(new GUIContent("Remove node"), false, OnClickRemoveNode);
genericMenu.ShowAsContext();
}

private void OnClickRemoveNode()
{
if (OnRemoveNode != null)
{
OnRemoveNode(this);
}
}
}


using System;
using UnityEditor;
using UnityEngine;

public class Connection
{
public ConnectionPoint inPoint;
public ConnectionPoint outPoint;
public Action<Connection> OnClickRemoveConnection;

public Connection(ConnectionPoint inPoint, ConnectionPoint outPoint, Action<Connection> OnClickRemoveConnection)
{
this.inPoint = inPoint;
this.outPoint = outPoint;
this.OnClickRemoveConnection = OnClickRemoveConnection;
}

public void Draw()
{
Handles.DrawBezier(
inPoint.rect.center,
outPoint.rect.center,
inPoint.rect.center + Vector2.left * 50f,
outPoint.rect.center - Vector2.left * 50f,
Color.white,
null,
2f
);

if (Handles.Button((inPoint.rect.center + outPoint.rect.center) * 0.5f, Quaternion.identity, 4, 8, Handles.RectangleCap))
{
if (OnClickRemoveConnection != null)
{
OnClickRemoveConnection(this);
}
}
}
}


using System;
using UnityEngine;

public enum ConnectionPointType { In, Out }

public class ConnectionPoint
{
public Rect rect;

public ConnectionPointType type;

public Node node;

public GUIStyle style;

public Action<ConnectionPoint> OnClickConnectionPoint;

public ConnectionPoint(Node node, ConnectionPointType type, GUIStyle style, Action<ConnectionPoint> OnClickConnectionPoint)
{
this.node = node;
this.type = type;
this.style = style;
this.OnClickConnectionPoint = OnClickConnectionPoint;
rect = new Rect(0, 0, 10f, 20f);
}

public void Draw()
{
rect.y = node.rect.y + (node.rect.height * 0.5f) - rect.height * 0.5f;

switch (type)
{
case ConnectionPointType.In:
rect.x = node.rect.x - rect.width + 8f;
break;

case ConnectionPointType.Out:
rect.x = node.rect.x + node.rect.width - 8f;
break;
}

if (GUI.Button(rect, "", style))
{
if (OnClickConnectionPoint != null)
{
OnClickConnectionPoint(this);
}
}
}
}

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