Platformer Pro  2.3.2
A platform game kit for Unity.
XNodeEditor.NodeEditor Class Reference

Base class to derive custom Node editors from. Use this to create your own custom inspectors and editors for your nodes. More...

Inheritance diagram for XNodeEditor.NodeEditor:
XNodeEditor.Internal.NodeEditorBase< NodeEditor, NodeEditor.CustomNodeEditorAttribute, XNode.Node > PlatformerPro.AI.EnemyNodeEditor PlatformerPro.Dialog.DialogNodeEditor PlatformerPro.Dialog.EventResponseNodeEditor

Classes

class  CustomNodeEditorAttribute
 

Public Member Functions

virtual void OnHeaderGUI ()
 
virtual void OnBodyGUI ()
 Draws standard field editors for all public fields More...
 
virtual int GetWidth ()
 
virtual Color GetTint ()
 Returns color for target node More...
 
virtual GUIStyle GetBodyStyle ()
 
virtual GUIStyle GetBodyHighlightStyle ()
 
virtual void AddContextMenuItems (GenericMenu menu)
 Add items for the context menu when right-clicking this node. Override to add custom menu items. More...
 
void Rename (string newName)
 Rename the node asset. This will trigger a reimport of the node. More...
 
- Public Member Functions inherited from XNodeEditor.Internal.NodeEditorBase< NodeEditor, NodeEditor.CustomNodeEditorAttribute, XNode.Node >
virtual void OnCreate ()
 Called on creation, after references have been set More...
 

Static Public Attributes

static Action< XNode.NodeonUpdateNode
 Fires every whenever a node was modified through the editor More...
 
static readonly Dictionary< XNode.NodePort, Vector2 > portPositions = new Dictionary<XNode.NodePort, Vector2>()
 

Additional Inherited Members

- Static Public Member Functions inherited from XNodeEditor.Internal.NodeEditorBase< NodeEditor, NodeEditor.CustomNodeEditorAttribute, XNode.Node >
static T GetEditor (K target, NodeEditorWindow window)
 
- Public Attributes inherited from XNodeEditor.Internal.NodeEditorBase< NodeEditor, NodeEditor.CustomNodeEditorAttribute, XNode.Node >
NodeEditorWindow window
 
target
 
SerializedObject serializedObject
 

Detailed Description

Base class to derive custom Node editors from. Use this to create your own custom inspectors and editors for your nodes.

Member Function Documentation

◆ AddContextMenuItems()

virtual void XNodeEditor.NodeEditor.AddContextMenuItems ( GenericMenu  menu)
virtual

Add items for the context menu when right-clicking this node. Override to add custom menu items.

◆ GetBodyHighlightStyle()

virtual GUIStyle XNodeEditor.NodeEditor.GetBodyHighlightStyle ( )
virtual

◆ GetBodyStyle()

virtual GUIStyle XNodeEditor.NodeEditor.GetBodyStyle ( )
virtual

◆ GetTint()

virtual Color XNodeEditor.NodeEditor.GetTint ( )
virtual

Returns color for target node

◆ GetWidth()

virtual int XNodeEditor.NodeEditor.GetWidth ( )
virtual

◆ OnBodyGUI()

virtual void XNodeEditor.NodeEditor.OnBodyGUI ( )
virtual

Draws standard field editors for all public fields

Reimplemented in PlatformerPro.AI.EnemyNodeEditor, PlatformerPro.Dialog.EventResponseNodeEditor, and PlatformerPro.Dialog.DialogNodeEditor.

◆ OnHeaderGUI()

virtual void XNodeEditor.NodeEditor.OnHeaderGUI ( )
virtual

◆ Rename()

void XNodeEditor.NodeEditor.Rename ( string  newName)

Rename the node asset. This will trigger a reimport of the node.

Member Data Documentation

◆ onUpdateNode

Action<XNode.Node> XNodeEditor.NodeEditor.onUpdateNode
static

Fires every whenever a node was modified through the editor

◆ portPositions

readonly Dictionary<XNode.NodePort, Vector2> XNodeEditor.NodeEditor.portPositions = new Dictionary<XNode.NodePort, Vector2>()
static

The documentation for this class was generated from the following file: