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CTT/Unity/Assets/XNode/Editor/NodeEditorResources.cs

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2021-04-08 20:09:59 +08:00
using UnityEditor;
using UnityEngine;
namespace XNodeEditor {
public static class NodeEditorResources {
// Textures
public static Texture2D dot { get { return _dot != null ? _dot : _dot = Resources.Load<Texture2D>("xnode_dot"); } }
private static Texture2D _dot;
public static Texture2D dotOuter { get { return _dotOuter != null ? _dotOuter : _dotOuter = Resources.Load<Texture2D>("xnode_dot_outer"); } }
private static Texture2D _dotOuter;
public static Texture2D nodeBody { get { return _nodeBody != null ? _nodeBody : _nodeBody = Resources.Load<Texture2D>("xnode_node"); } }
private static Texture2D _nodeBody;
public static Texture2D nodeHighlight { get { return _nodeHighlight != null ? _nodeHighlight : _nodeHighlight = Resources.Load<Texture2D>("xnode_node_highlight"); } }
private static Texture2D _nodeHighlight;
// Styles
public static Styles styles { get { return _styles != null ? _styles : _styles = new Styles(); } }
public static Styles _styles = null;
public static GUIStyle OutputPort { get { return new GUIStyle(EditorStyles.label) { alignment = TextAnchor.UpperRight }; } }
public class Styles {
public GUIStyle inputPort, nodeHeader, nodeBody, tooltip, nodeHighlight;
public Styles() {
GUIStyle baseStyle = new GUIStyle("Label");
baseStyle.fixedHeight = 18;
inputPort = new GUIStyle(baseStyle);
inputPort.alignment = TextAnchor.UpperLeft;
inputPort.padding.left = 10;
nodeHeader = new GUIStyle();
nodeHeader.alignment = TextAnchor.MiddleCenter;
nodeHeader.fontStyle = FontStyle.Bold;
nodeHeader.normal.textColor = Color.white;
nodeBody = new GUIStyle();
nodeBody.normal.background = NodeEditorResources.nodeBody;
nodeBody.border = new RectOffset(32, 32, 32, 32);
nodeBody.padding = new RectOffset(16, 16, 4, 16);
nodeHighlight = new GUIStyle();
nodeHighlight.normal.background = NodeEditorResources.nodeHighlight;
nodeHighlight.border = new RectOffset(32, 32, 32, 32);
tooltip = new GUIStyle("helpBox");
tooltip.alignment = TextAnchor.MiddleCenter;
}
}
public static Texture2D GenerateGridTexture(Color line, Color bg) {
Texture2D tex = new Texture2D(64, 64);
Color[] cols = new Color[64 * 64];
for (int y = 0; y < 64; y++) {
for (int x = 0; x < 64; x++) {
Color col = bg;
if (y % 16 == 0 || x % 16 == 0) col = Color.Lerp(line, bg, 0.65f);
if (y == 63 || x == 63) col = Color.Lerp(line, bg, 0.35f);
cols[(y * 64) + x] = col;
}
}
tex.SetPixels(cols);
tex.wrapMode = TextureWrapMode.Repeat;
tex.filterMode = FilterMode.Bilinear;
tex.name = "Grid";
tex.Apply();
return tex;
}
public static Texture2D GenerateCrossTexture(Color line) {
Texture2D tex = new Texture2D(64, 64);
Color[] cols = new Color[64 * 64];
for (int y = 0; y < 64; y++) {
for (int x = 0; x < 64; x++) {
Color col = line;
if (y != 31 && x != 31) col.a = 0;
cols[(y * 64) + x] = col;
}
}
tex.SetPixels(cols);
tex.wrapMode = TextureWrapMode.Clamp;
tex.filterMode = FilterMode.Bilinear;
tex.name = "Grid";
tex.Apply();
return tex;
}
}
}