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Tim Cooper 8 年前
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ab7317bb
共有 12 个文件被更改,包括 49 次插入52 次删除
  1. 2
      MaterialGraphProject/Assets/GraphFramework/SerializableGraph/Editor/Drawing/AbstractGraphDataSource.cs
  2. 1
      MaterialGraphProject/Assets/GraphFramework/SerializableGraph/Editor/Drawing/AbstractGraphEditWindow.cs
  3. 1
      MaterialGraphProject/Assets/GraphFramework/SerializableGraph/Editor/Drawing/CopySelected.cs
  4. 4
      MaterialGraphProject/Assets/GraphFramework/SerializableGraph/Editor/Drawing/DrawData/NodeDrawData.cs
  5. 2
      MaterialGraphProject/Assets/GraphFramework/SerializableGraph/Editor/Drawing/SerializableGraphView.cs
  6. 30
      MaterialGraphProject/Assets/GraphFramework/SerializableGraph/Editor/Drawing/SerializedGraphDataSource.cs
  7. 2
      MaterialGraphProject/Assets/GraphFramework/SerializableGraph/Runtime/Implementation/SerializableNode.cs
  8. 42
      MaterialGraphProject/Assets/NewUI/Editor/Views/Data/GraphViewDataSource.cs
  9. 2
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Drawing/DrawData/MaterialNodeDrawData.cs
  10. 11
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Drawing/Drawer/MaterialNodeDrawer.cs
  11. 2
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Drawing/MaterialGraphView.cs
  12. 2
      MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/TextureNode.cs

2
MaterialGraphProject/Assets/GraphFramework/SerializableGraph/Editor/Drawing/AbstractGraphDataSource.cs


if (found == null)
found = typeof(MaterialNodeDrawData);
var nodeData = (MaterialNodeDrawData) CreateInstance(found);
var nodeData = (MaterialNodeDrawData)CreateInstance(found);
node.onModified += OnNodeChanged;

1
MaterialGraphProject/Assets/GraphFramework/SerializableGraph/Editor/Drawing/AbstractGraphEditWindow.cs


}*/
/*public void RenderOptions(MaterialGraph graph)
{
EditorGUILayout.BeginHorizontal();

1
MaterialGraphProject/Assets/GraphFramework/SerializableGraph/Editor/Drawing/CopySelected.cs


/*
namespace UnityEditor.Graphing.Drawing
{

4
MaterialGraphProject/Assets/GraphFramework/SerializableGraph/Editor/Drawing/DrawData/NodeDrawData.cs


drawData.position = position;
node.drawState = drawData;
}
protected virtual IEnumerable<GraphElementData> GetControlData()
{
return new ControlDrawData[0];

var controlData = GetControlData();
m_Children.AddRange(controlData);
position = new Rect(node.drawState.position.x, node.drawState.position.y, 0, 0);
//position
}

2
MaterialGraphProject/Assets/GraphFramework/SerializableGraph/Editor/Drawing/SerializableGraphView.cs


return EventPropagation.Stop;
nodalViewData.RemoveElements(
selection.OfType<MaterialNodeDrawer>().Select(x => x.dataProvider as MaterialNodeDrawData),
selection.OfType<MaterialNodeDrawer>().Select(x => x.dataProvider as MaterialNodeDrawData),
selection.OfType<RMGUI.GraphView.Edge>().Select(x => x.dataProvider as EdgeDrawData)
);

30
MaterialGraphProject/Assets/GraphFramework/SerializableGraph/Editor/Drawing/SerializedGraphDataSource.cs


using UnityEngine.Graphing;
namespace UnityEditor.Graphing.Drawing
{
public class SerializedGraphDataSource : AbstractGraphDataSource
{
protected SerializedGraphDataSource()
{ }
protected override void AddTypeMappings()
{
AddTypeMapping(typeof(SerializableNode), typeof(NodeDrawData));
}
}
}
using UnityEngine.Graphing;
namespace UnityEditor.Graphing.Drawing
{
public class SerializedGraphDataSource : AbstractGraphDataSource
{
protected SerializedGraphDataSource()
{}
protected override void AddTypeMappings()
{
AddTypeMapping(typeof(SerializableNode), typeof(NodeDrawData));
}
}
}

2
MaterialGraphProject/Assets/GraphFramework/SerializableGraph/Runtime/Implementation/SerializableNode.cs


public virtual void ValidateNode()
{}
public OnNodeModified onModified { get; set; }
public IEnumerable<T> GetInputSlots<T>() where T : ISlot

42
MaterialGraphProject/Assets/NewUI/Editor/Views/Data/GraphViewDataSource.cs


namespace RMGUI.GraphView
{
[Serializable]
public abstract class GraphViewDataSource : ScriptableObject, IGraphElementDataSource
{
[SerializeField]
private List<GraphElementData> m_Elements = new List<GraphElementData>();
[Serializable]
public abstract class GraphViewDataSource : ScriptableObject, IGraphElementDataSource
{
[SerializeField]
private List<GraphElementData> m_Elements = new List<GraphElementData>();
public IEnumerable<GraphElementData> elements
{
get { return m_Elements; }
}
public IEnumerable<GraphElementData> elements
{
get { return m_Elements; }
}
public void AddElement(GraphElementData element)
{
m_Elements.Add(element);
}
public void AddElement(GraphElementData element)
{
m_Elements.Add(element);
}
public void RemoveElement(GraphElementData element)
{
m_Elements.RemoveAll(x => x == element);
}
public void RemoveElement(GraphElementData element)
{
m_Elements.RemoveAll(x => x == element);
}
protected void OnEnable()
{
}
}
protected void OnEnable()
{
}
}
}

2
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Drawing/DrawData/MaterialNodeDrawData.cs


namespace UnityEditor.MaterialGraph.Drawing
{
[Serializable]
public class MaterialNodeDrawData : NodeDrawData
public class MaterialNodeDrawData : NodeDrawData
{
public bool requiresTime
{

11
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Drawing/Drawer/MaterialNodeDrawer.cs


name = "preview", // for USS&Flexbox
pickingMode = PickingMode.Ignore,
};
var previews = nodeData.elements.OfType<NodePreviewDrawData>().ToList();
var isSamePreviews = m_currentPreviewData.Count == previews.Count;

var thePreview = m_PreviewContainer.GetChildAtIndex(i) as Image;
// TODO: Consider null exception
// TODO: Need to share the texture
// right now it's allocating all the time.
// right now it's allocating all the time.
thePreview.image = preview.Render(new Vector2(200, 200));
}
}

m_currentPreviewData.Add(preview);
}
}
public override void OnDataChanged()
{
base.OnDataChanged();

2
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Drawing/MaterialGraphView.cs


dataMapper[typeof(NodeAnchorData)] = typeof(NodeAnchor);
dataMapper[typeof(EdgeData)] = typeof(RMGUI.GraphView.Edge);
}
public virtual bool CanAddToNodeMenu(Type type)
{
return true;

2
MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/TextureNode.cs


{
if (m_TextureType == value)
return;
m_TextureType = value;
if (onModified != null)

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