C# Class Node_Editor, Killing-Game

Inheritance: Editor
Afficher le fichier Open project: SNUGDC/Killing-Game Class Usage Examples

Méthodes publiques

Свойство Type Description
Background UnityEngine.Texture2D
ConnectorKnob UnityEngine.Texture2D
OnLoad SaveLoadEvent
OnSave SaveLoadEvent
activeNode Node,
connectOutput NodeOutput,
dragNode bool
editor Node_Editor,
knobSize int
mousePos Vector2
navigate bool
nodeBase GUIStyle
nodeBox GUIStyle
nodeButton GUIStyle
nodeCanvas Node_Canvas_Object,
nodeLabelBold GUIStyle
openedCanvas string
openedCanvasPath string
scrollWindow bool
sideWindowWidth int

Méthodes publiques

Méthode Description
ApplyChanges ( ) : void
ColorToTex ( Color col ) : Texture2D
ContextCallback ( object obj ) : void

Context Click selection. Here you'll need to register your own using a string identifier

DrawNodeCurve ( Vector2 end, Vector2 start ) : void

Draws a node curve from start to end (with three shades of shadows! :O )

DrawNodeCurve ( Vector2 end, Vector2 start, Color lineColor ) : void
DrawSideWindow ( ) : void
LoadNodeCanvas ( string path ) : void

Loads the a node canvas from an asset

NewNodeCanvas ( ) : void

Creates and opens a new empty node canvas

NodeAtPosition ( Vector2 pos ) : Node,

Returns the node at the position

OnGUI ( ) : void
SaveNodeCanvas ( string path ) : void

Saves the current node canvas as a new asset

Tint ( Texture2D tex, Color col ) : Texture2D
checkInit ( ) : void

Private Methods

Méthode Description
ClearChildrenInput ( Node, node ) : void

A recursive function to clear all inputs that depend on the outputs of node. Usually does not need to be called manually

CreateEditor ( ) : void
DrawNode ( int id ) : void

Draws the node

InputEvents ( ) : void

Processes input events

Method Details

ApplyChanges() public méthode

public ApplyChanges ( ) : void
Résultat void

ColorToTex() public static méthode

public static ColorToTex ( Color col ) : Texture2D
col Color
Résultat UnityEngine.Texture2D

ContextCallback() public méthode

Context Click selection. Here you'll need to register your own using a string identifier
public ContextCallback ( object obj ) : void
obj object
Résultat void

DrawNodeCurve() public static méthode

Draws a node curve from start to end (with three shades of shadows! :O )
public static DrawNodeCurve ( Vector2 end, Vector2 start ) : void
end Vector2
start Vector2
Résultat void

DrawNodeCurve() public static méthode

public static DrawNodeCurve ( Vector2 end, Vector2 start, Color lineColor ) : void
end Vector2
start Vector2
lineColor Color
Résultat void

DrawSideWindow() public méthode

public DrawSideWindow ( ) : void
Résultat void

LoadNodeCanvas() public méthode

Loads the a node canvas from an asset
public LoadNodeCanvas ( string path ) : void
path string
Résultat void

NewNodeCanvas() public méthode

Creates and opens a new empty node canvas
public NewNodeCanvas ( ) : void
Résultat void

NodeAtPosition() public méthode

Returns the node at the position
public NodeAtPosition ( Vector2 pos ) : Node,
pos Vector2
Résultat Node,

OnGUI() public méthode

public OnGUI ( ) : void
Résultat void

SaveNodeCanvas() public méthode

Saves the current node canvas as a new asset
public SaveNodeCanvas ( string path ) : void
path string
Résultat void

Tint() public static méthode

public static Tint ( Texture2D tex, Color col ) : Texture2D
tex UnityEngine.Texture2D
col Color
Résultat UnityEngine.Texture2D

checkInit() public méthode

public checkInit ( ) : void
Résultat void

Property Details

Background public_oe static_oe property

public static Texture2D,UnityEngine Background
Résultat UnityEngine.Texture2D

ConnectorKnob public_oe static_oe property

public static Texture2D,UnityEngine ConnectorKnob
Résultat UnityEngine.Texture2D

OnLoad public_oe property

public SaveLoadEvent OnLoad
Résultat SaveLoadEvent

OnSave public_oe property

public SaveLoadEvent OnSave
Résultat SaveLoadEvent

activeNode public_oe property

public Node, activeNode
Résultat Node,

connectOutput public_oe property

public NodeOutput, connectOutput
Résultat NodeOutput,

dragNode public_oe property

public bool dragNode
Résultat bool

editor public_oe static_oe property

public static Node_Editor, editor
Résultat Node_Editor,

knobSize public_oe property

public int knobSize
Résultat int

mousePos public_oe property

public Vector2 mousePos
Résultat Vector2

navigate public_oe property

public bool navigate
Résultat bool

nodeBase public_oe static_oe property

public static GUIStyle nodeBase
Résultat GUIStyle

nodeBox public_oe static_oe property

public static GUIStyle nodeBox
Résultat GUIStyle

nodeButton public_oe static_oe property

public static GUIStyle nodeButton
Résultat GUIStyle

nodeCanvas public_oe property

public Node_Canvas_Object, nodeCanvas
Résultat Node_Canvas_Object,

nodeLabelBold public_oe static_oe property

public static GUIStyle nodeLabelBold
Résultat GUIStyle

openedCanvas public_oe property

public string openedCanvas
Résultat string

openedCanvasPath public_oe property

public string openedCanvasPath
Résultat string

scrollWindow public_oe property

public bool scrollWindow
Résultat bool

sideWindowWidth public_oe property

public int sideWindowWidth
Résultat int