public class ApplicationStartup : MonoBehaviour { public RectTransform editorHolder; public ExampleNodeEditor editor; // asigned in unity from hierarchy private void Start() { var graph = editor.CreateGraph<NodeGraph>(editorHolder); // var graph = editor.CreateGraph<NodeGraph>(editorHolder, bgColo...
Runtime Node Editor Almost every node editor made in unity is using unity editor to make it. My goal was make it in runtime with unity ui. Socket based connection Load and save a graph using node serializer Context Menu for graph, nodes and connections ...
链接:https://github.com/Seneral/Node_Editor github上有两个示例,一个是用来做带分支的对话树、另一个是用来合成贴图,可以看到其扩展性之强。 详细的使用方法在在http://www.levingaeher.com/Node_Editor/。因为其本身自带的节点只能够做一些类似表达式计算的功能,想要真的用起来还需要我们自己去创建节点定义、...
using UnityEditor;[CustomEditor(typeof(DialogueSO))]publicclassDialogueSOEditor:Editor{ private DialogueSO _selectSO; privatebool_showDictionary =true; privatestring_statusStr ="节点字典"; privatevoidOnEnable(){ _selectSO = target as DialogueSO; } public overridevoidOnInspectorGUI(){ base.OnInspect...
Unity-NodeEditor An extendable node editor for Unity developers. NOTE: Still in development, more features will come! Features Easy to set up and start using Extendable editor and node system Standardized input Multi-select and drag Branch moving (hold shift while dragging a node) Extendable con...
后续开发编辑器下工具的思路大概是:我不希望每次都在Runtime生成所有节点,如果文件夹数据基本没有变动,那么在Editor模式下读取所有数据后,在Runtime下可以直接访问这些数据,那就不必每次都等待节点生成了,所以想支持持久化的存储文件夹节点至Editor下,这在数据非常多的情况下会节省很多时间等待节点读取。 最后,虽然不是...
Lightweight in runtime Very little boilerplate code Strong separation of editor and runtime code No runtime reflection (unless you need to edit/build node graphs at runtime. In this case, all reflection is cached.) Does not rely on any 3rd party plugins ...
打卡UI Node文件夹,创建C#文件,命名为SingleInSingleOutNode 打开SingleInSingleOutNode.cs,将内容修改如下: using UnityEditor.Experimental.GraphView; using UnityEngine; namespace E.Story { // 单进单出节点 public class SingleInSingleOutNode : BaseNode { public override void Init(StoryGraphView graphVie...
右键单击灰色节点("Hello."),选择Create Child Node创建子节点,再次输入"Good Bye." 灰色节点是NPC说的,蓝色节点是玩家说的。你的谈话应如下所示 步骤6.为玩家创建一个空游戏对象(GameObject → Create Empty)和一个Cube给NPC(GameObject → 3D Object → Cube)。将空游戏对象重命名为“Player”。将Cube重命名...
UI Toolkit是Unity最新的UI系统,它主要被设计用来优化不同平台的性能,此项技术是基于标准的web技术开发的(standard web technologies),既可以使用UI Toolkit来拓展Unity Editor,也可以在打包出来的游戏和应用里使用Runtime的UI(但需要安装UI Toolkit Package) UI Toolkit包括以下内容: 一个保留模式的UI系统(A retained...