C# 클래스 Nodify.Runtime.Node

상속: UnityEngine.MonoBehaviour
파일 보기 프로젝트 열기: anneomcl/LetsMake 1 사용 예제들

공개 메소드들

메소드 설명
EditorUpdate ( ) : void
Execute ( ) : void
Fire ( string methodName ) : void

Fires the exposed method by name.

FireExposed ( Expose exposed ) : void
GetExposed ( ) : List

Returns a List of all exposables owned by this node.

GetExposedByName ( string name ) : Expose

Finds an exposed element by name.

OnCustomInspectorGUI ( ) : void

Allos the user to hook into custom rendering for the inspector.

OnEditorNodeCreated ( ) : void

A hook that is called after the editor creates the node. This is useful for adding additional interaction to your custom nodes.

OnFieldValueUpdated ( FieldInfo field ) : void

An overideable method for hooking into when a field has been updated.

OnImportConnectedVariableAnchors ( ) : void

Called before the node is executed, it forces all connected "importing" anchors to send their values in.

SetFieldValue ( FieldInfo field, object value ) : void

보호된 메소드들

메소드 설명
OnEditorUpdate ( ) : void

Allows the user to hook into the editor update callback.

OnExecute ( ) : void
OnShowHideInHierarchy ( ) : void

Shows or Hides the node in the hierarchy based on the editor prefs setting.

비공개 메소드들

메소드 설명
OnComplete ( ) : void

메소드 상세

EditorUpdate() 공개 메소드

public EditorUpdate ( ) : void
리턴 void

Execute() 공개 메소드

public Execute ( ) : void
리턴 void

Fire() 공개 메소드

Fires the exposed method by name.
public Fire ( string methodName ) : void
methodName string
리턴 void

FireExposed() 공개 메소드

public FireExposed ( Expose exposed ) : void
exposed Expose
리턴 void

GetExposed() 공개 메소드

Returns a List of all exposables owned by this node.
public GetExposed ( ) : List
리턴 List

GetExposedByName() 공개 메소드

Finds an exposed element by name.
public GetExposedByName ( string name ) : Expose
name string
리턴 Expose

OnCustomInspectorGUI() 공개 메소드

Allos the user to hook into custom rendering for the inspector.
public OnCustomInspectorGUI ( ) : void
리턴 void

OnEditorNodeCreated() 공개 메소드

A hook that is called after the editor creates the node. This is useful for adding additional interaction to your custom nodes.
public OnEditorNodeCreated ( ) : void
리턴 void

OnEditorUpdate() 보호된 메소드

Allows the user to hook into the editor update callback.
protected OnEditorUpdate ( ) : void
리턴 void

OnExecute() 보호된 메소드

protected OnExecute ( ) : void
리턴 void

OnFieldValueUpdated() 공개 메소드

An overideable method for hooking into when a field has been updated.
public OnFieldValueUpdated ( FieldInfo field ) : void
field System.Reflection.FieldInfo
리턴 void

OnImportConnectedVariableAnchors() 공개 메소드

Called before the node is executed, it forces all connected "importing" anchors to send their values in.
public OnImportConnectedVariableAnchors ( ) : void
리턴 void

OnShowHideInHierarchy() 보호된 메소드

Shows or Hides the node in the hierarchy based on the editor prefs setting.
protected OnShowHideInHierarchy ( ) : void
리턴 void

SetFieldValue() 공개 메소드

public SetFieldValue ( FieldInfo field, object value ) : void
field System.Reflection.FieldInfo
value object
리턴 void