├── .gitignore ├── .gitmodules ├── Assembly-CSharp-Editor.csproj.DotSettings ├── Assembly-CSharp.csproj.DotSettings ├── Assets ├── BOXOPHOBIC.meta ├── BOXOPHOBIC │ ├── Skybox Cubemap Extended.meta │ └── Skybox Cubemap Extended │ │ ├── Materials.meta │ │ ├── Materials │ │ ├── LowPoly - FirTree.mat │ │ ├── LowPoly - FirTree.mat.meta │ │ ├── LowPoly - FirTreeVariation.mat │ │ ├── LowPoly - FirTreeVariation.mat.meta │ │ ├── LowPoly - Grass.mat │ │ ├── LowPoly - Grass.mat.meta │ │ ├── LowPoly - Rock.mat │ │ ├── LowPoly - Rock.mat.meta │ │ ├── LowPoly - Terrain.mat │ │ ├── LowPoly - Terrain.mat.meta │ │ ├── LowPoly - TreeTrunk.mat │ │ ├── LowPoly - TreeTrunk.mat.meta │ │ ├── LowPoly - Wood.mat │ │ ├── LowPoly - Wood.mat.meta │ │ ├── Skybox Cubemap Extended.mat │ │ └── Skybox Cubemap Extended.mat.meta │ │ ├── Meshes.meta │ │ ├── Meshes │ │ ├── LowPoly - Fence A.FBX │ │ ├── LowPoly - Fence A.FBX.meta │ │ ├── LowPoly - Fence B.FBX │ │ ├── LowPoly - Fence B.FBX.meta │ │ ├── LowPoly - FirTree A.FBX │ │ ├── LowPoly - FirTree A.FBX.meta │ │ ├── LowPoly - FirTree B.FBX │ │ ├── LowPoly - FirTree B.FBX.meta │ │ ├── LowPoly - Grass A.FBX │ │ ├── LowPoly - Grass A.FBX.meta │ │ ├── LowPoly - Grass B.FBX │ │ ├── LowPoly - Grass B.FBX.meta │ │ ├── LowPoly - Rock A.FBX │ │ ├── LowPoly - Rock A.FBX.meta │ │ ├── LowPoly - Rock B.FBX │ │ ├── LowPoly - Rock B.FBX.meta │ │ ├── LowPoly - Terrain.FBX │ │ └── LowPoly - Terrain.FBX.meta │ │ ├── Prefabs.meta │ │ ├── Prefabs │ │ ├── LowPoly - Fence A.prefab │ │ ├── LowPoly - Fence A.prefab.meta │ │ ├── LowPoly - Fence B.prefab │ │ ├── LowPoly - Fence B.prefab.meta │ │ ├── LowPoly - FirTree A.prefab │ │ ├── LowPoly - FirTree A.prefab.meta │ │ ├── LowPoly - FirTree B.prefab │ │ ├── LowPoly - FirTree B.prefab.meta │ │ ├── LowPoly - Grass A.prefab │ │ ├── LowPoly - Grass A.prefab.meta │ │ ├── LowPoly - Grass B.prefab │ │ ├── LowPoly - Grass B.prefab.meta │ │ ├── LowPoly - Rock A.prefab │ │ ├── LowPoly - Rock A.prefab.meta │ │ ├── LowPoly - Rock B.prefab │ │ └── LowPoly - Rock B.prefab.meta │ │ ├── Shaders.meta │ │ ├── Shaders │ │ ├── Skybox Cubemap Extended.shader │ │ └── Skybox Cubemap Extended.shader.meta │ │ ├── Skybox Cubemap Extended.pdf │ │ ├── Skybox Cubemap Extended.pdf.meta │ │ ├── Textures.meta │ │ └── Textures │ │ ├── Polyverse Skies - Blue Sky.png │ │ └── Polyverse Skies - Blue Sky.png.meta ├── NodeEditor.meta ├── Scenes.meta ├── Scenes │ ├── SampleScene.unity │ └── SampleScene.unity.meta ├── SuperBlur.meta ├── SuperBlur │ ├── Core.meta │ ├── Core │ │ ├── SuperBlurBase.cs │ │ └── SuperBlurBase.cs.meta │ ├── Material.meta │ ├── Material │ │ ├── SuperBlurPostEffect.mat │ │ ├── SuperBlurPostEffect.mat.meta │ │ ├── SuperBlurUI.mat │ │ └── SuperBlurUI.mat.meta │ ├── Shader.meta │ ├── Shader │ │ ├── SuperBlurPostEffect.shader │ │ ├── SuperBlurPostEffect.shader.meta │ │ ├── SuperBlurUI.shader │ │ └── SuperBlurUI.shader.meta │ ├── SuperBlur.cs │ ├── SuperBlur.cs.meta │ ├── SuperBlurFast.cs │ └── SuperBlurFast.cs.meta ├── UINodeEditor.meta └── UINodeEditor │ ├── Examples.meta │ ├── Examples │ ├── Demo.unity │ ├── Demo.unity.meta │ ├── Example Graph.asset │ └── Example Graph.asset.meta │ ├── Materials.meta │ ├── Materials │ ├── Blur Screen Sprite.mat │ └── Blur Screen Sprite.mat.meta │ ├── Scripts.meta │ ├── Scripts │ ├── Editor.meta │ ├── Editor │ │ ├── UIGraphObjectInspector.cs │ │ ├── UIGraphObjectInspector.cs.meta │ │ ├── UINodeEditor-Editor.asmdef │ │ └── UINodeEditor-Editor.asmdef.meta │ ├── MeshRepository.cs │ ├── MeshRepository.cs.meta │ ├── Nodes.meta │ ├── Nodes │ │ ├── AbstractUINode.cs │ │ ├── AbstractUINode.cs.meta │ │ ├── CameraNode.cs │ │ ├── CameraNode.cs.meta │ │ ├── Elements.meta │ │ ├── Elements │ │ │ ├── FilledImageNode.cs │ │ │ ├── FilledImageNode.cs.meta │ │ │ ├── GraphicNode.cs │ │ │ ├── GraphicNode.cs.meta │ │ │ ├── SimpleImageNode.cs │ │ │ ├── SimpleImageNode.cs.meta │ │ │ ├── SlicedImageNode.cs │ │ │ ├── SlicedImageNode.cs.meta │ │ │ ├── TextNode.cs │ │ │ ├── TextNode.cs.meta │ │ │ ├── TiledImageNode.cs │ │ │ ├── TiledImageNode.cs.meta │ │ │ ├── UIElementNode.cs │ │ │ └── UIElementNode.cs.meta │ │ ├── ExecutionFilterNode.cs │ │ ├── ExecutionFilterNode.cs.meta │ │ ├── ExecutionNode.cs │ │ ├── ExecutionNode.cs.meta │ │ ├── Input.meta │ │ ├── Input │ │ │ ├── MousePositionNode.cs │ │ │ ├── MousePositionNode.cs.meta │ │ │ ├── RectTransformNode.cs │ │ │ ├── RectTransformNode.cs.meta │ │ │ ├── ScreenMatrixNode.cs │ │ │ └── ScreenMatrixNode.cs.meta │ │ ├── Math.meta │ │ ├── Math │ │ │ ├── MultiplyNode.cs │ │ │ ├── MultiplyNode.cs.meta │ │ │ ├── Scale.cs │ │ │ └── Scale.cs.meta │ │ ├── MatrixBuilderNode.cs │ │ ├── MatrixBuilderNode.cs.meta │ │ ├── RectMatrixBuilderNode.cs │ │ ├── RectMatrixBuilderNode.cs.meta │ │ ├── SlotChangeListener.cs │ │ ├── SlotChangeListener.cs.meta │ │ ├── TimerNode.cs │ │ ├── TimerNode.cs.meta │ │ ├── To2DNode.cs │ │ ├── To2DNode.cs.meta │ │ ├── To3DNode.cs │ │ ├── To3DNode.cs.meta │ │ ├── UIDirtyType.cs │ │ ├── UIDirtyType.cs.meta │ │ ├── UIMasterNode.cs │ │ └── UIMasterNode.cs.meta │ ├── UIEventType.cs │ ├── UIEventType.cs.meta │ ├── UIGraphComponent.cs │ ├── UIGraphComponent.cs.meta │ ├── UIGraphObject.cs │ ├── UIGraphObject.cs.meta │ ├── UIGraphRenderer.cs │ ├── UIGraphRenderer.cs.meta │ ├── UINodeEditor.asmdef │ ├── UINodeEditor.asmdef.meta │ ├── UIRenderBuffer.cs │ ├── UIRenderBuffer.cs.meta │ ├── UIRepaintBuildEventData.cs │ ├── UIRepaintBuildEventData.cs.meta │ ├── UIThreadWaitHandle.cs │ ├── UIThreadWaitHandle.cs.meta │ ├── UIVertexHelper.cs │ └── UIVertexHelper.cs.meta │ ├── Shaders.meta │ ├── Shaders │ ├── Sprites-Default.shader │ └── Sprites-Default.shader.meta │ ├── Textures.meta │ ├── Textures │ ├── heartbeat.png │ └── heartbeat.png.meta │ ├── UIEventData.cs │ └── UIEventData.cs.meta ├── LICENSE ├── Logs └── Packages-Update.log ├── NodeEditor.csproj.DotSettings ├── Packages └── manifest.json ├── ProjectSettings ├── AudioManager.asset ├── ClusterInputManager.asset ├── DynamicsManager.asset ├── EditorBuildSettings.asset ├── EditorSettings.asset ├── GraphicsSettings.asset ├── InputManager.asset ├── NavMeshAreas.asset ├── NetworkManager.asset ├── Physics2DSettings.asset ├── PresetManager.asset ├── ProjectSettings.asset ├── ProjectVersion.txt ├── QualitySettings.asset ├── TagManager.asset ├── TimeManager.asset ├── UnityConnectSettings.asset ├── VFXManager.asset └── XRSettings.asset ├── README.md ├── Screenshots ├── Editor.png ├── Inspector Preview.png └── UI.png ├── UIElementsSchema ├── UIElements.xsd ├── UnityEditor.Experimental.UIElements.xsd ├── UnityEditor.PackageManager.UI.xsd └── UnityEngine.Experimental.UIElements.xsd └── UINodeEditor.csproj.DotSettings /.gitignore: -------------------------------------------------------------------------------- 1 | [Ll]ibrary/ 2 | [Tt]emp/ 3 | [Oo]bj/ 4 | [Bb]uild/ 5 | [Bb]uilds/ 6 | Assets/AssetStoreTools* 7 | 8 | # Visual Studio cache directory 9 | .vs/ 10 | 11 | # Autogenerated VS/MD/Consulo solution and project files 12 | ExportedObj/ 13 | .consulo/ 14 | *.csproj 15 | *.unityproj 16 | *.sln 17 | *.suo 18 | *.tmp 19 | *.user 20 | *.userprefs 21 | *.pidb 22 | *.booproj 23 | *.svd 24 | *.pdb 25 | *.opendb 26 | 27 | # Unity3D generated meta files 28 | *.pidb.meta 29 | *.pdb.meta 30 | 31 | # Unity3D Generated File On Crash Reports 32 | sysinfo.txt 33 | 34 | # Builds 35 | *.apk 36 | *.unitypackage 37 | -------------------------------------------------------------------------------- /.gitmodules: -------------------------------------------------------------------------------- 1 | [submodule "Assets/NodeEditor"] 2 | path = Assets/NodeEditor 3 | url = git@github.com:simeonradivoev/UIElementNodeGraph.git 4 | -------------------------------------------------------------------------------- /Assembly-CSharp-Editor.csproj.DotSettings: -------------------------------------------------------------------------------- 1 |  2 | False 3 | True -------------------------------------------------------------------------------- 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{} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/SuperBlur/Core/SuperBlurBase.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | namespace SuperBlur 4 | { 5 | 6 | [ExecuteInEditMode] 7 | public class SuperBlurBase : MonoBehaviour 8 | { 9 | protected static class Uniforms 10 | { 11 | public static readonly int _Radius = Shader.PropertyToID("_Radius"); 12 | public static readonly int _BackgroundTexture = Shader.PropertyToID("_SuperBlurTexture"); 13 | } 14 | 15 | public RenderMode renderMode = RenderMode.Screen; 16 | 17 | public BlurKernelSize kernelSize = BlurKernelSize.Small; 18 | 19 | [Range(0f, 1f)] 20 | public float interpolation = 1f; 21 | 22 | [Range(0, 4)] 23 | public int downsample = 1; 24 | 25 | [Range(1, 8)] 26 | public int iterations = 1; 27 | 28 | public bool gammaCorrection = true; 29 | 30 | public Material blurMaterial; 31 | 32 | public Material UIMaterial; 33 | 34 | 35 | protected void Blur (RenderTexture source, RenderTexture destination) 36 | { 37 | if (gammaCorrection) 38 | { 39 | Shader.EnableKeyword("GAMMA_CORRECTION"); 40 | } 41 | else 42 | { 43 | Shader.DisableKeyword("GAMMA_CORRECTION"); 44 | } 45 | 46 | int kernel = 0; 47 | 48 | switch (kernelSize) 49 | { 50 | case BlurKernelSize.Small: 51 | kernel = 0; 52 | break; 53 | case BlurKernelSize.Medium: 54 | kernel = 2; 55 | break; 56 | case BlurKernelSize.Big: 57 | kernel = 4; 58 | break; 59 | } 60 | 61 | var rt2 = RenderTexture.GetTemporary(source.width, source.height, 0, source.format); 62 | 63 | for (int i = 0; i < iterations; i++) 64 | { 65 | // helps to achieve a larger blur 66 | float radius = (float)i * interpolation + interpolation; 67 | blurMaterial.SetFloat(Uniforms._Radius, radius); 68 | 69 | Graphics.Blit(source, rt2, blurMaterial, 1 + kernel); 70 | source.DiscardContents(); 71 | 72 | // is it a last iteration? If so, then blit to destination 73 | if (i == iterations - 1) 74 | { 75 | Graphics.Blit(rt2, destination, blurMaterial, 2 + kernel); 76 | } 77 | else 78 | { 79 | Graphics.Blit(rt2, source, blurMaterial, 2 + kernel); 80 | rt2.DiscardContents(); 81 | } 82 | } 83 | 84 | RenderTexture.ReleaseTemporary(rt2); 85 | } 86 | 87 | } 88 | 89 | public enum BlurKernelSize 90 | { 91 | Small, 92 | Medium, 93 | Big 94 | } 95 | 96 | public enum RenderMode 97 | { 98 | Screen, 99 | UI, 100 | OnlyUI 101 | } 102 | 103 | } 104 | -------------------------------------------------------------------------------- /Assets/SuperBlur/Core/SuperBlurBase.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 84977cebcaa598f49a17c3b8cfcb2b07 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | 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| - _Color: {r: 1, g: 1, b: 1, a: 1} 105 | - _EmissionColor: {r: 0, g: 0, b: 0, a: 1} 106 | - _Specular: {r: 0, g: 0, b: 0, a: 0} 107 | -------------------------------------------------------------------------------- /Assets/SuperBlur/Material/SuperBlurUI.mat.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 12d96cfe6a7bc1f4799ba731339b23cc 3 | NativeFormatImporter: 4 | externalObjects: {} 5 | mainObjectFileID: 0 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/SuperBlur/Shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: dad45e3bd3bac834b82276f01ee03450 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/SuperBlur/Shader/SuperBlurPostEffect.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 1927ec9fe05a4b3419923b19bb943fbe 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/SuperBlur/Shader/SuperBlurUI.shader: -------------------------------------------------------------------------------- 1 | Shader "UI/Super Blur" 2 | { 3 | Properties 4 | { 5 | _SuperBlurTexture ("Background Texture", 2D) = "white" {} 6 | 7 | _Color ("Tint", Color) = (1,1,1,0) 8 | 9 | _StencilComp ("Stencil Comparison", Float) = 8 10 | _Stencil ("Stencil ID", Float) = 0 11 | _StencilOp ("Stencil Operation", Float) = 0 12 | _StencilWriteMask ("Stencil Write Mask", Float) = 255 13 | _StencilReadMask ("Stencil Read Mask", Float) = 255 14 | 15 | _ColorMask ("Color Mask", Float) = 15 16 | 17 | [Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0 18 | } 19 | 20 | SubShader 21 | { 22 | Tags 23 | { 24 | "Queue"="Transparent" 25 | "IgnoreProjector"="True" 26 | "RenderType"="Transparent" 27 | "PreviewType"="Plane" 28 | "CanUseSpriteAtlas"="True" 29 | } 30 | 31 | Stencil 32 | { 33 | Ref [_Stencil] 34 | Comp [_StencilComp] 35 | Pass [_StencilOp] 36 | ReadMask [_StencilReadMask] 37 | WriteMask [_StencilWriteMask] 38 | } 39 | 40 | Cull Off 41 | Lighting Off 42 | ZWrite Off 43 | ZTest [unity_GUIZTestMode] 44 | // Blend SrcAlpha OneMinusSrcAlpha 45 | ColorMask [_ColorMask] 46 | 47 | Pass 48 | { 49 | Name "Default" 50 | CGPROGRAM 51 | #pragma vertex vert 52 | #pragma fragment frag 53 | #pragma target 2.0 54 | 55 | #include "UnityCG.cginc" 56 | #include "UnityUI.cginc" 57 | 58 | #pragma multi_compile __ UNITY_UI_ALPHACLIP 59 | 60 | struct appdata_t 61 | { 62 | float4 vertex : POSITION; 63 | float4 color : COLOR; 64 | }; 65 | 66 | struct v2f 67 | { 68 | float4 vertex : SV_POSITION; 69 | fixed4 color : COLOR; 70 | float4 worldPosition : TEXCOORD1; 71 | float4 grabPos : TEXCOORD2; 72 | }; 73 | 74 | fixed4 _Color; 75 | float4 _ClipRect; 76 | 77 | sampler2D _SuperBlurTexture; 78 | float2 _SuperBlurTexture_TexelSize; 79 | 80 | v2f vert(appdata_t IN) 81 | { 82 | v2f OUT; 83 | OUT.worldPosition = IN.vertex; 84 | OUT.vertex = UnityObjectToClipPos(OUT.worldPosition); 85 | 86 | #ifdef UNITY_HALF_TEXEL_OFFSET 87 | OUT.vertex.xy += (_ScreenParams.zw-1.0) * float2(-1,1) * OUT.vertex.w; 88 | #endif 89 | 90 | OUT.grabPos = ComputeGrabScreenPos(OUT.vertex); 91 | 92 | #if UNITY_UV_STARTS_AT_TOP 93 | OUT.grabPos.y = 1.0 - OUT.grabPos.y; 94 | #endif 95 | 96 | OUT.color = IN.color * _Color; 97 | return OUT; 98 | } 99 | 100 | fixed4 frag(v2f IN) : SV_Target 101 | { 102 | half3 bgcolor = tex2Dproj(_SuperBlurTexture, IN.grabPos).rgb * IN.color; 103 | return half4(bgcolor, 1.0); 104 | } 105 | ENDCG 106 | } 107 | } 108 | } 109 | -------------------------------------------------------------------------------- /Assets/SuperBlur/Shader/SuperBlurUI.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: c177d8353f5baf341957bb61dac6dc7f 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/SuperBlur/SuperBlur.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | namespace SuperBlur 4 | { 5 | 6 | [RequireComponent(typeof(Camera))] 7 | [AddComponentMenu("Effects/Super Blur", -1)] 8 | public class SuperBlur : SuperBlurBase 9 | { 10 | [ImageEffectOpaque] 11 | void OnRenderImage (RenderTexture source, RenderTexture destination) 12 | { 13 | if (blurMaterial == null || UIMaterial == null) return; 14 | 15 | int tw = source.width >> downsample; 16 | int th = source.height >> downsample; 17 | 18 | var rt = RenderTexture.GetTemporary(tw, th, 0, source.format); 19 | 20 | Graphics.Blit(source, rt); 21 | 22 | if (renderMode == RenderMode.Screen) 23 | { 24 | Blur(rt, destination); 25 | } 26 | else if (renderMode == RenderMode.UI) 27 | { 28 | Blur(rt, rt); 29 | Shader.SetGlobalTexture(Uniforms._BackgroundTexture, rt); 30 | Graphics.Blit(source, destination); 31 | } 32 | else if (renderMode == RenderMode.OnlyUI) 33 | { 34 | Blur(rt, rt); 35 | UIMaterial.SetTexture(Uniforms._BackgroundTexture, rt); 36 | } 37 | 38 | RenderTexture.ReleaseTemporary(rt); 39 | } 40 | 41 | } 42 | 43 | } 44 | -------------------------------------------------------------------------------- /Assets/SuperBlur/SuperBlur.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 02319f7d651dc754a896de7e1f1bee31 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/SuperBlur/SuperBlurFast.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | namespace SuperBlur 4 | { 5 | 6 | [RequireComponent(typeof(Camera))] 7 | [AddComponentMenu("Effects/Super Blur Fast", -1)] 8 | public class SuperBlurFast : SuperBlurBase 9 | { 10 | 11 | Camera m_Camera = null; 12 | RenderTexture rt = null; 13 | 14 | void OnEnable () 15 | { 16 | m_Camera = GetComponent(); 17 | } 18 | 19 | void OnPreCull () 20 | { 21 | if (blurMaterial == null || UIMaterial == null) return; 22 | 23 | int tw = Screen.width >> downsample; 24 | int th = Screen.height >> downsample; 25 | 26 | rt = RenderTexture.GetTemporary(tw, th, 24, RenderTextureFormat.Default); 27 | 28 | m_Camera.targetTexture = rt; 29 | } 30 | 31 | void OnPostRender () 32 | { 33 | if (blurMaterial == null || UIMaterial == null) return; 34 | 35 | m_Camera.targetTexture = null; 36 | 37 | if (renderMode == RenderMode.Screen) 38 | { 39 | Blur(rt, null); 40 | } 41 | else if (renderMode == RenderMode.UI) 42 | { 43 | Blur(rt, rt); 44 | UIMaterial.SetTexture(Uniforms._BackgroundTexture, rt); 45 | Graphics.Blit(rt, null, blurMaterial, 0); 46 | } 47 | else if (renderMode == RenderMode.OnlyUI) 48 | { 49 | Blur(rt, rt); 50 | UIMaterial.SetTexture(Uniforms._BackgroundTexture, rt); 51 | } 52 | 53 | RenderTexture.ReleaseTemporary(rt); 54 | } 55 | 56 | } 57 | 58 | } -------------------------------------------------------------------------------- /Assets/SuperBlur/SuperBlurFast.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 675a8d9361c514b4cba3656f42359874 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/UINodeEditor.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 76d3ee2dcf13911458d2ea6c03b04788 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/UINodeEditor/Examples.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 2ea801417fa1d874d9c6e21be8f64bb4 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/UINodeEditor/Examples/Demo.unity.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 67adac43bcf286444be612074ab04f75 3 | timeCreated: 1517938592 4 | licenseType: Store 5 | DefaultImporter: 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/UINodeEditor/Examples/Example Graph.asset.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 0628ac58612174649bccf5784bb1a37e 3 | NativeFormatImporter: 4 | externalObjects: {} 5 | mainObjectFileID: 11400000 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/UINodeEditor/Materials.meta: 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1, y: 1} 56 | m_Offset: {x: 0, y: 0} 57 | - _ParallaxMap: 58 | m_Texture: {fileID: 0} 59 | m_Scale: {x: 1, y: 1} 60 | m_Offset: {x: 0, y: 0} 61 | m_Floats: 62 | - PixelSnap: 0 63 | - _BumpScale: 1 64 | - _Cutoff: 0.5 65 | - _DetailNormalMapScale: 1 66 | - _DstBlend: 0 67 | - _EnableExternalAlpha: 0 68 | - _GlossMapScale: 1 69 | - _Glossiness: 0.5 70 | - _GlossyReflections: 1 71 | - _Metallic: 0 72 | - _Mode: 0 73 | - _OcclusionStrength: 1 74 | - _Parallax: 0.02 75 | - _SmoothnessTextureChannel: 0 76 | - _SpecularHighlights: 1 77 | - _SrcBlend: 1 78 | - _UVSec: 0 79 | - _ZWrite: 1 80 | m_Colors: 81 | - _Color: {r: 1, g: 1, b: 1, a: 1} 82 | - _EmissionColor: {r: 0, g: 0, b: 0, a: 1} 83 | - _Flip: {r: 1, g: 1, b: 1, a: 1} 84 | - _RendererColor: {r: 1, g: 1, b: 1, a: 1} 85 | -------------------------------------------------------------------------------- /Assets/UINodeEditor/Materials/Blur Screen Sprite.mat.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: cb7b580c54b4d6e409232688d77ac198 3 | NativeFormatImporter: 4 | externalObjects: {} 5 | mainObjectFileID: 2100000 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/UINodeEditor/Scripts.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: e6413c2f0ed76194789ea54877552fcc 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/UINodeEditor/Scripts/Editor.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: e434525e2a9f9c04c9c5ea8eb702c943 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/UINodeEditor/Scripts/Editor/UIGraphObjectInspector.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Collections.Generic; 3 | using NodeEditor; 4 | using UINodeEditor; 5 | using UnityEditor; 6 | using UnityEngine; 7 | using UnityEngine.Rendering; 8 | 9 | [CustomEditor(typeof(UIGraphObject))] 10 | public class UIGraphObjectInspector : Editor 11 | { 12 | private Vector2 scrollPos; 13 | 14 | private SerializedProperty m_SerializedReferences; 15 | 16 | private UIGraphRenderer m_Renderer; 17 | private CommandBuffer m_CommandBuffer; 18 | 19 | private void OnEnable() 20 | { 21 | m_SerializedReferences = serializedObject.FindProperty("m_SerializedReferences"); 22 | 23 | m_Renderer = new UIGraphRenderer(); 24 | m_CommandBuffer = new CommandBuffer(){name = target.name + " Preview"}; 25 | } 26 | 27 | private void OnDisable() 28 | { 29 | m_CommandBuffer.Dispose(); 30 | m_Renderer.Dispose(); 31 | } 32 | 33 | public override void OnInspectorGUI() 34 | { 35 | base.OnInspectorGUI(); 36 | 37 | scrollPos = GUILayout.BeginScrollView(scrollPos); 38 | 39 | EditorGUI.BeginDisabledGroup(true); 40 | for (int i = 0; i < m_SerializedReferences.arraySize; i++) 41 | { 42 | var element = m_SerializedReferences.GetArrayElementAtIndex(i); 43 | 44 | var guid = element.FindPropertyRelative("guid"); 45 | byte[] guidArray = new byte[guid.arraySize]; 46 | for (int j = 0; j < guid.arraySize; j++) 47 | { 48 | guidArray[j] = (byte)guid.GetArrayElementAtIndex(j).intValue; 49 | } 50 | var guidValue = new Guid(guidArray); 51 | 52 | 53 | EditorGUILayout.PropertyField(element.FindPropertyRelative("obj"), new GUIContent(guidValue.ToString())); 54 | } 55 | 56 | EditorGUI.EndDisabledGroup(); 57 | 58 | GUILayout.EndScrollView(); 59 | } 60 | 61 | public override bool HasPreviewGUI() 62 | { 63 | return true; 64 | } 65 | 66 | public override void OnPreviewGUI(Rect r, GUIStyle background) 67 | { 68 | if (Event.current.type == EventType.Repaint) 69 | { 70 | var graphObject = (UIGraphObject) target; 71 | 72 | GUI.BeginClip(r); 73 | Matrix4x4 rotateMatrix = Matrix4x4.TRS(new Vector3(0, r.height), Quaternion.Euler(0, 0, 0), new Vector3(1, -1, 1)); 74 | 75 | m_CommandBuffer.Clear(); 76 | m_Renderer.PopulateCommandBuffer(false,r, rotateMatrix, graphObject.graph.GetNodes(), m_CommandBuffer); 77 | 78 | Graphics.ExecuteCommandBuffer(m_CommandBuffer); 79 | GUI.EndClip(); 80 | } 81 | } 82 | } 83 | -------------------------------------------------------------------------------- /Assets/UINodeEditor/Scripts/Editor/UIGraphObjectInspector.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: bc079f5d9492dbd4cb645d6fc4b2decb 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/UINodeEditor/Scripts/Editor/UINodeEditor-Editor.asmdef: -------------------------------------------------------------------------------- 1 | { 2 | "name": "UINodeEditor-Editor", 3 | "references": [ 4 | "GUID:fe8f2b39119de0041a2f3ec51a5559ff", 5 | "GUID:d291df36c71d47e4bbe54fc907b21837", 6 | "GUID:cbb877376518c7347a6aceedec60645e" 7 | ], 8 | "includePlatforms": [], 9 | "excludePlatforms": [], 10 | "allowUnsafeCode": false, 11 | "overrideReferences": false, 12 | "precompiledReferences": [], 13 | "autoReferenced": true, 14 | "defineConstraints": [], 15 | "versionDefines": [] 16 | } -------------------------------------------------------------------------------- /Assets/UINodeEditor/Scripts/Editor/UINodeEditor-Editor.asmdef.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: a86df20eac6b0fd4188d07a3525de1dd 3 | AssemblyDefinitionImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Assets/UINodeEditor/Scripts/MeshRepository.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Collections.Concurrent; 3 | using System.Collections.Generic; 4 | using UnityEngine; 5 | using Object = UnityEngine.Object; 6 | 7 | namespace UINodeEditor 8 | { 9 | /// 10 | /// A mesh repository that stores meshes for later rendering. 11 | /// Each mesh, material property block and UIVertex helper is referenced by a GUID. 12 | /// It also has an internal pool for meshes, property blocks and vertex helpers. 13 | /// Used by . 14 | /// As the repository uses an internal mesh pool it needs to be disposed for them to be deleted as well. 15 | /// 16 | public class MeshRepository : IDisposable 17 | { 18 | private Dictionary m_CurrentMeshes = new Dictionary(); 19 | 20 | private Dictionary m_CurrentPropertyBlocks = new Dictionary(); 21 | 22 | private Dictionary m_CurrentVertexHelpers = new Dictionary(); 23 | 24 | private Stack m_MeshPool = new Stack(); 25 | 26 | private Stack m_PropertyBlockPool = new Stack(); 27 | 28 | private ConcurrentStack m_VertexHelpersPool = new ConcurrentStack(); 29 | 30 | /// 31 | /// Get a new or existing mesh with a specified guid. 32 | /// 33 | /// The guid of the mesh. 34 | /// The new or existing mesh. 35 | public Mesh GetMesh(Guid guid) 36 | { 37 | if (!m_CurrentMeshes.TryGetValue(guid, out Mesh mesh)) 38 | { 39 | mesh = m_MeshPool.Count > 0 ? m_MeshPool.Pop() : new Mesh(); 40 | m_CurrentMeshes.Add(guid, mesh); 41 | } 42 | 43 | return mesh; 44 | } 45 | 46 | /// 47 | /// Get a new or existing material property block with a specified guid. 48 | /// 49 | /// The guid of the material property block. 50 | /// The new or existing material property block. 51 | public MaterialPropertyBlock GetPropertyBLock(Guid guid) 52 | { 53 | if (!m_CurrentPropertyBlocks.TryGetValue(guid, out MaterialPropertyBlock block)) 54 | { 55 | block = m_PropertyBlockPool.Count > 0 ? m_PropertyBlockPool.Pop() : new MaterialPropertyBlock(); 56 | m_CurrentPropertyBlocks.Add(guid,block); 57 | } 58 | 59 | return block; 60 | } 61 | 62 | /// 63 | /// Thread safe way of getting a new or existing vertex helper with a specified guid. 64 | /// 65 | /// The guid of the vertex helper. 66 | /// The new or existing vertex helper. 67 | public UIVertexHelper GetVertexHelper(Guid guid) 68 | { 69 | if (!m_CurrentVertexHelpers.TryGetValue(guid, out UIVertexHelper vertexHelper)) 70 | { 71 | if (!m_VertexHelpersPool.TryPop(out vertexHelper)) 72 | { 73 | vertexHelper = new UIVertexHelper(); 74 | m_CurrentVertexHelpers.Add(guid,vertexHelper); 75 | } 76 | } 77 | 78 | return vertexHelper; 79 | } 80 | 81 | /// 82 | /// Clear all current meshes, property blocks and vertex helpers. 83 | /// 84 | /// Should pooling be enabled or should all elements be deleted. 85 | public void ClearCurrent(bool delete = false) 86 | { 87 | foreach (var kvp in m_CurrentMeshes) 88 | { 89 | if (delete) 90 | { 91 | Object.DestroyImmediate(kvp.Value); 92 | } 93 | else 94 | { 95 | m_MeshPool.Push(kvp.Value); 96 | } 97 | } 98 | 99 | if (!delete) 100 | { 101 | foreach (var kvp in m_CurrentPropertyBlocks) 102 | { 103 | m_PropertyBlockPool.Push(kvp.Value); 104 | kvp.Value.Clear(); 105 | } 106 | 107 | foreach (var kvp in m_CurrentPropertyBlocks) 108 | { 109 | m_PropertyBlockPool.Push(kvp.Value); 110 | kvp.Value.Clear(); 111 | } 112 | } 113 | 114 | m_CurrentMeshes.Clear(); 115 | m_CurrentPropertyBlocks.Clear(); 116 | m_CurrentVertexHelpers.Clear(); 117 | } 118 | 119 | /// 120 | /// Deletes all current elements as well as pooled ones. 121 | /// 122 | public void Dispose() 123 | { 124 | foreach (var kvp in m_CurrentMeshes) 125 | { 126 | Object.DestroyImmediate(kvp.Value); 127 | } 128 | 129 | m_CurrentMeshes.Clear(); 130 | m_CurrentPropertyBlocks.Clear(); 131 | m_CurrentVertexHelpers.Clear(); 132 | 133 | foreach (var mesh in m_MeshPool) 134 | { 135 | Object.DestroyImmediate(mesh); 136 | } 137 | 138 | m_MeshPool.Clear(); 139 | m_PropertyBlockPool.Clear(); 140 | m_VertexHelpersPool.Clear(); 141 | } 142 | } 143 | } -------------------------------------------------------------------------------- /Assets/UINodeEditor/Scripts/MeshRepository.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 4d5853c8d02249e1aba734187028fc46 3 | timeCreated: 1568382403 -------------------------------------------------------------------------------- /Assets/UINodeEditor/Scripts/Nodes.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: ad3f622035cd4a10a5619be8f0bafa2b 3 | timeCreated: 1534864455 -------------------------------------------------------------------------------- /Assets/UINodeEditor/Scripts/Nodes/AbstractUINode.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using NodeEditor; 3 | using UnityEngine; 4 | using UnityEngine.UI; 5 | 6 | namespace UINodeEditor 7 | { 8 | /// 9 | /// The base class for all nodes that are in a . 10 | /// 11 | public class AbstractUINode : AbstractNode 12 | { 13 | private UIDirtyType m_Dity; 14 | 15 | public AbstractUINode() 16 | { 17 | 18 | } 19 | 20 | public override void SetOwner(IGraph graph) 21 | { 22 | base.SetOwner(graph); 23 | ownerObject = graph.owner as UIGraphObject; 24 | } 25 | 26 | public SlotChangeListener CreateSlotListener(ISlot slot, Action listener) 27 | { 28 | return new SlotChangeListener(slot, listener); 29 | } 30 | 31 | protected UIGraphObject ownerObject { get; private set; } 32 | 33 | protected void OnMeshDirty() 34 | { 35 | m_Dity |= UIDirtyType.Mesh; 36 | } 37 | 38 | protected void OnAllDirty() 39 | { 40 | m_Dity = UIDirtyType.Mesh | UIDirtyType.Layout; 41 | } 42 | 43 | internal void ClearDirty() 44 | { 45 | m_Dity = UIDirtyType.None; 46 | } 47 | 48 | protected UIDirtyType isDirty 49 | { 50 | get { return m_Dity; } 51 | } 52 | } 53 | } -------------------------------------------------------------------------------- /Assets/UINodeEditor/Scripts/Nodes/AbstractUINode.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: e2f87f48aa6943e5be4d5e87ec3b7a26 3 | timeCreated: 1535029305 -------------------------------------------------------------------------------- /Assets/UINodeEditor/Scripts/Nodes/CameraNode.cs: -------------------------------------------------------------------------------- 1 | using NodeEditor; 2 | using UnityEngine; 3 | 4 | namespace UINodeEditor 5 | { 6 | /// 7 | /// The camera node provides properties from the main camera. 8 | /// 9 | [Title("Input","Camera")] 10 | public class CameraNode : AbstractNode 11 | { 12 | public CameraNode() 13 | { 14 | CreateOutputSlot>("Position").SetGetter(() => Camera.main.transform.position); 15 | CreateOutputSlot>("Rotation").SetGetter(() => Camera.main.transform.rotation); 16 | CreateOutputSlot>("CameraToWorld").SetGetter(() => Camera.main.cameraToWorldMatrix); 17 | CreateOutputSlot>("WorldToCamera").SetGetter(() => Camera.main.worldToCameraMatrix); 18 | } 19 | } 20 | } -------------------------------------------------------------------------------- /Assets/UINodeEditor/Scripts/Nodes/CameraNode.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 85fa0e5e25ea4cac91c6b00a40fb503b 3 | timeCreated: 1534875746 -------------------------------------------------------------------------------- /Assets/UINodeEditor/Scripts/Nodes/Elements.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 30da29b174ac489cb394b9695ef18c9e 3 | timeCreated: 1535028720 -------------------------------------------------------------------------------- /Assets/UINodeEditor/Scripts/Nodes/Elements/FilledImageNode.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: ba1fa891418942da942e6d90f68357d6 3 | timeCreated: 1535199103 -------------------------------------------------------------------------------- /Assets/UINodeEditor/Scripts/Nodes/Elements/GraphicNode.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using NodeEditor; 3 | using NodeEditor.Slots; 4 | using UINodeEditor; 5 | using UINodeEditor.Elements; 6 | using UnityEngine; 7 | 8 | /// 9 | /// Base node for all graphic elements. 10 | /// 11 | public abstract class GraphicNode : UIElementNode, IOnAssetEnabled 12 | { 13 | private static Material m_DefaultMaterial; 14 | 15 | protected ValueSlot m_Pivot; 16 | protected ValueSlot m_Color; 17 | protected DefaultValueSlot m_Matrix; 18 | protected DefaultValueSlot m_Material; 19 | protected ValueSlot m_ZOffset; 20 | 21 | protected int m_MainTexProp; 22 | 23 | protected GraphicNode() 24 | { 25 | m_Pivot = CreateInputSlot>("Pivot %").SetValue(Vector2.one * 0.5f).SetShowControl(); 26 | m_Color = CreateInputSlot>("Color").SetValue(Color.white).SetShowControl(); 27 | m_Matrix = CreateInputSlot>("Matrix").SetDefaultValue(Matrix4x4.identity); 28 | m_Material = CreateInputSlot>("Material"); 29 | m_ZOffset = CreateInputSlot>("zOffset","Z Offset").SetShowControl(); 30 | 31 | CreateOutputSlot>>("UI Event").SetValue(Execute); 32 | } 33 | 34 | public void OnEnable() 35 | { 36 | m_MainTexProp = Shader.PropertyToID("_MainTex"); 37 | if (m_DefaultMaterial == null) m_DefaultMaterial = new Material(Shader.Find("Sprites/Default")){hideFlags = HideFlags.DontSave}; 38 | if (m_Material.value == null) m_Material.SetDefaultValue(m_DefaultMaterial); 39 | } 40 | 41 | /// Image's dimensions used for drawing. X = left, Y = bottom, Z = right, W = top. 42 | protected Vector4 GetDrawingDimensions(Vector4 padding,Vector2 size,Vector2 pivot,Rect rect,bool shouldPreserveAspect) 43 | { 44 | Rect r = rect; 45 | // Debug.Log(string.Format("r:{2}, size:{0}, padding:{1}", size, padding, r)); 46 | 47 | int spriteW = Mathf.RoundToInt(size.x); 48 | int spriteH = Mathf.RoundToInt(size.y); 49 | 50 | var v = new Vector4( 51 | padding.x / spriteW, 52 | padding.y / spriteH, 53 | (spriteW - padding.z) / spriteW, 54 | (spriteH - padding.w) / spriteH); 55 | 56 | if (shouldPreserveAspect && size.sqrMagnitude > 0.0f) 57 | { 58 | PreserveSpriteAspectRatio(ref r, size, pivot); 59 | } 60 | 61 | v = new Vector4( 62 | r.x + r.width * v.x, 63 | r.y + r.height * v.y, 64 | r.x + r.width * v.z, 65 | r.y + r.height * v.w 66 | ); 67 | 68 | return v; 69 | } 70 | 71 | private void PreserveSpriteAspectRatio(ref Rect rect, Vector2 spriteSize,Vector2 pivot) 72 | { 73 | var spriteRatio = spriteSize.x / spriteSize.y; 74 | var rectRatio = rect.width / rect.height; 75 | 76 | if (spriteRatio > rectRatio) 77 | { 78 | var oldHeight = rect.height; 79 | rect.height = rect.width * (1.0f / spriteRatio); 80 | rect.y += (oldHeight - rect.height) * pivot.y; 81 | } 82 | else 83 | { 84 | var oldWidth = rect.width; 85 | rect.width = rect.height * spriteRatio; 86 | rect.x += (oldWidth - rect.width) * pivot.x; 87 | } 88 | } 89 | 90 | 91 | protected static void AddQuad(UIVertexHelper vertexHelper, Vector3[] quadPositions, Color32 color, Vector3[] quadUVs) 92 | { 93 | int startIndex = vertexHelper.currentVertCount; 94 | 95 | for (int i = 0; i < 4; ++i) 96 | vertexHelper.AddVert(quadPositions[i], color, quadUVs[i]); 97 | 98 | vertexHelper.AddTriangle(startIndex, startIndex + 1, startIndex + 2); 99 | vertexHelper.AddTriangle(startIndex + 2, startIndex + 3, startIndex); 100 | } 101 | 102 | protected static void AddQuad(UIVertexHelper vertexHelper, Vector2 posMin, Vector2 posMax, Color32 color, Vector2 uvMin, Vector2 uvMax) 103 | { 104 | int startIndex = vertexHelper.currentVertCount; 105 | 106 | vertexHelper.AddVert(new Vector3(posMin.x, posMin.y, 0), color, new Vector2(uvMin.x, uvMin.y)); 107 | vertexHelper.AddVert(new Vector3(posMin.x, posMax.y, 0), color, new Vector2(uvMin.x, uvMax.y)); 108 | vertexHelper.AddVert(new Vector3(posMax.x, posMax.y, 0), color, new Vector2(uvMax.x, uvMax.y)); 109 | vertexHelper.AddVert(new Vector3(posMax.x, posMin.y, 0), color, new Vector2(uvMax.x, uvMin.y)); 110 | 111 | vertexHelper.AddTriangle(startIndex, startIndex + 1, startIndex + 2); 112 | vertexHelper.AddTriangle(startIndex + 2, startIndex + 3, startIndex); 113 | } 114 | } 115 | -------------------------------------------------------------------------------- /Assets/UINodeEditor/Scripts/Nodes/Elements/GraphicNode.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: f7ad0e22b385980468ef6f56d2a6995c 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/UINodeEditor/Scripts/Nodes/Elements/SimpleImageNode.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 81ab68e300b44da7a48994bb9e86d36b 3 | timeCreated: 1535197718 -------------------------------------------------------------------------------- /Assets/UINodeEditor/Scripts/Nodes/Elements/SlicedImageNode.cs: -------------------------------------------------------------------------------- 1 | using NodeEditor; 2 | using NodeEditor.Controls; 3 | using UnityEngine; 4 | using UnityEngine.Sprites; 5 | 6 | namespace UINodeEditor.Elements 7 | { 8 | /// 9 | /// Sliced image node that is similar to with the sliced image option enabled. 10 | /// It draws a sprite image that can have corners and draw a sliced sprite. 11 | /// 12 | [Title("Elements","Image (Sliced)")] 13 | public class SlicedImageNode : GraphicNode 14 | { 15 | [SerializeField] private bool m_FillCenter = true; 16 | 17 | private struct SpriteData 18 | { 19 | public bool hasSprite; 20 | public Vector4 padding; 21 | public Vector4 outerUv; 22 | public Vector4 innerUv; 23 | public Vector4 border; 24 | } 25 | 26 | [DefaultControl(label = "Fill Center")] 27 | public bool fillCenter 28 | { 29 | get { return m_FillCenter; } 30 | set 31 | { 32 | m_FillCenter = value; 33 | OnMeshDirty(); 34 | } 35 | } 36 | 37 | private SlotChangeListener m_SpriteInput; 38 | private SpriteData m_SpriteData; 39 | 40 | public SlicedImageNode() 41 | { 42 | name = "Sliced Image"; 43 | m_SpriteInput = CreateSlotListener(CreateInputSlot>("Sprite"), OnMeshDirty); 44 | } 45 | 46 | protected override void Execute(UIEventData eData, Rect rect) 47 | { 48 | if (eData.EventType == UIEventType.Layout) 49 | { 50 | var sprite = m_SpriteInput[this]; 51 | if (sprite != null) 52 | m_SpriteData = new SpriteData() 53 | { 54 | padding = DataUtility.GetPadding(sprite), 55 | outerUv = DataUtility.GetOuterUV(sprite), 56 | innerUv = DataUtility.GetInnerUV(sprite), 57 | border = sprite.border, 58 | hasSprite = true 59 | }; 60 | else 61 | m_SpriteData = new SpriteData(); 62 | } 63 | else if (eData.EventType == UIEventType.PreRepaint) 64 | { 65 | var color = m_Color[this]; 66 | var pivot = m_Pivot[this]; 67 | var vertexHelper = eData.MeshRepository.GetVertexHelper(guid); 68 | var localRect = new Rect(-pivot.x * rect.width, -pivot.y * rect.height, rect.width,rect.height); 69 | GenerateSlicedSprite(vertexHelper, m_SpriteData, localRect, color); 70 | } 71 | else if (eData.EventType == UIEventType.Repaint) 72 | { 73 | var sprite = m_SpriteInput[this]; 74 | var matrix = m_Matrix[this]; 75 | var mat = m_Material[this]; 76 | var pivot = m_Pivot[this]; 77 | 78 | var vertexHelper = eData.MeshRepository.GetVertexHelper(guid); 79 | var mesh = eData.MeshRepository.GetMesh(guid); 80 | MaterialPropertyBlock propertyBlock = null; 81 | vertexHelper.FillMesh(mesh); 82 | 83 | if (sprite != null) 84 | { 85 | propertyBlock = eData.MeshRepository.GetPropertyBLock(guid); 86 | propertyBlock.SetTexture(m_MainTexProp, sprite.texture); 87 | } 88 | 89 | eData.RenderBuffer.Render(mesh, Matrix4x4.Translate(new Vector3(rect.x + pivot.x * rect.width, rect.y + pivot.y * rect.height, m_ZOffset[this])) * matrix, mat, propertyBlock); 90 | } 91 | base.Execute(eData, rect); 92 | } 93 | 94 | private readonly Vector2[] s_VertScratch = new Vector2[4]; 95 | private readonly Vector2[] s_UVScratch = new Vector2[4]; 96 | 97 | private void GenerateSlicedSprite(UIVertexHelper vertexHelper, SpriteData sprite, Rect rect, Color color) 98 | { 99 | Vector4 outer = sprite.outerUv; 100 | Vector4 inner = sprite.innerUv; 101 | Vector4 padding = sprite.padding; 102 | Vector4 border = sprite.border; 103 | 104 | Vector4 adjustedBorders = border; 105 | 106 | s_VertScratch[0] = new Vector2(padding.x, padding.y); 107 | s_VertScratch[3] = new Vector2(rect.width - padding.z, rect.height - padding.w); 108 | 109 | s_VertScratch[1].x = adjustedBorders.x; 110 | s_VertScratch[1].y = adjustedBorders.y; 111 | 112 | s_VertScratch[2].x = rect.width - adjustedBorders.z; 113 | s_VertScratch[2].y = rect.height - adjustedBorders.w; 114 | 115 | for (int i = 0; i < 4; ++i) 116 | { 117 | s_VertScratch[i].x += rect.x; 118 | s_VertScratch[i].y += rect.y; 119 | } 120 | 121 | s_UVScratch[0] = new Vector2(outer.x, outer.y); 122 | s_UVScratch[1] = new Vector2(inner.x, inner.y); 123 | s_UVScratch[2] = new Vector2(inner.z, inner.w); 124 | s_UVScratch[3] = new Vector2(outer.z, outer.w); 125 | 126 | vertexHelper.Clear(); 127 | 128 | for (int x = 0; x < 3; ++x) 129 | { 130 | int x2 = x + 1; 131 | 132 | for (int y = 0; y < 3; ++y) 133 | { 134 | if (!m_FillCenter && x == 1 && y == 1) 135 | continue; 136 | 137 | int y2 = y + 1; 138 | 139 | 140 | AddQuad(vertexHelper, 141 | new Vector2(s_VertScratch[x].x, s_VertScratch[y].y), 142 | new Vector2(s_VertScratch[x2].x, s_VertScratch[y2].y), 143 | color, 144 | new Vector2(s_UVScratch[x].x, s_UVScratch[y].y), 145 | new Vector2(s_UVScratch[x2].x, s_UVScratch[y2].y)); 146 | } 147 | } 148 | } 149 | } 150 | } -------------------------------------------------------------------------------- /Assets/UINodeEditor/Scripts/Nodes/Elements/SlicedImageNode.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 147708cd7595429083585ab76e3ac11f 3 | timeCreated: 1535198329 -------------------------------------------------------------------------------- /Assets/UINodeEditor/Scripts/Nodes/Elements/TextNode.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 2d8d1a91fe4e4ad19ed506bc91b9bd25 3 | timeCreated: 1535028750 -------------------------------------------------------------------------------- /Assets/UINodeEditor/Scripts/Nodes/Elements/TiledImageNode.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: d33d3351346844d089bb7a736b5fc0cc 3 | timeCreated: 1535198881 -------------------------------------------------------------------------------- /Assets/UINodeEditor/Scripts/Nodes/Elements/UIElementNode.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Collections.Generic; 3 | using System.Threading; 4 | using NodeEditor; 5 | using UnityEngine; 6 | 7 | namespace UINodeEditor.Elements 8 | { 9 | /// 10 | /// Base class for all UI elements. 11 | /// It has UI position and offset values as well as an Execute methods that calculates the rects of all children. 12 | /// 13 | public class UIElementNode : AbstractUINode 14 | { 15 | private EmptySlot> m_Event; 16 | protected ValueSlot m_Position; 17 | protected ValueSlot m_Size; 18 | protected ValueSlot m_OffsetMin; 19 | protected ValueSlot m_OffsetMax; 20 | protected ValueSlot m_AnchorMin; 21 | protected ValueSlot m_AnchorMax; 22 | private List> m_ValuesTmp = new List>(); 23 | 24 | public UIElementNode() 25 | { 26 | m_Event = CreateInputSlot>>("Event"); 27 | m_Event.SetAllowMultipleConnections(true); 28 | m_Position = CreateInputSlot>("pos","Position").SetShowControl(); 29 | m_Size = CreateInputSlot>("size","Size").SetValue(new Vector2(100, 100)).SetShowControl(); 30 | m_OffsetMin = CreateInputSlot>("minOffset","Offset Min").SetShowControl(); 31 | m_OffsetMax = CreateInputSlot>("maxOffset","Offset Max").SetShowControl(); 32 | m_AnchorMin = CreateInputSlot>("minAnchor","Anchor Min %").SetValue(new Vector2(0.5f,0.5f)).SetShowControl(); 33 | m_AnchorMax = CreateInputSlot>("maxAnchor","Anchor Max %").SetValue(new Vector2(0.5f, 0.5f)).SetShowControl(); 34 | } 35 | 36 | protected void Execute(UIEventData eventData) 37 | { 38 | try 39 | { 40 | var position = m_Position[this]; 41 | var size = m_Size[this]; 42 | var offsetMin = m_OffsetMin[this]; 43 | var offsetMax = m_OffsetMax[this]; 44 | var anchorMin = m_AnchorMin[this]; 45 | var anchorMax = m_AnchorMax[this]; 46 | 47 | var parentRect = eventData.Rect; 48 | Vector2 min = new Vector2(); 49 | Vector2 max = new Vector2(); 50 | 51 | min.x = parentRect.x + position.x + anchorMin.x * parentRect.width + offsetMin.x; 52 | min.y = parentRect.y + position.y + anchorMin.y * parentRect.height + offsetMin.y; 53 | max.x = parentRect.x + position.x + size.x + parentRect.width * anchorMax.x - offsetMax.x; 54 | max.y = parentRect.y + position.y + size.y + parentRect.height * anchorMax.y - offsetMax.y; 55 | 56 | try 57 | { 58 | Execute(eventData, new Rect(min.x, min.y, max.x - min.x, max.y - min.y)); 59 | } 60 | catch (Exception e) 61 | { 62 | Debug.LogException(e); 63 | } 64 | } 65 | finally 66 | { 67 | if (eventData.WaitHandle != null) eventData.WaitHandle.MarkDone(); 68 | } 69 | } 70 | 71 | /// 72 | /// Execute a UI event. 73 | /// Events can be of multiple types . 74 | /// Some events are ran on a different thread. 75 | /// 76 | /// 77 | /// 78 | protected virtual void Execute(UIEventData eventData,Rect rect) 79 | { 80 | eventData.Rect = new Rect(rect.position, rect.size); 81 | try 82 | { 83 | GetSlotValues(m_Event, m_ValuesTmp); 84 | if (eventData.WaitHandle != null) 85 | { 86 | foreach (var action in m_ValuesTmp) 87 | { 88 | eventData.WaitHandle.AddWait(); 89 | ThreadPool.QueueUserWorkItem(c => action.Invoke((UIEventData)c), eventData); 90 | } 91 | } 92 | else 93 | { 94 | foreach (var action in m_ValuesTmp) 95 | { 96 | action.Invoke(eventData); 97 | } 98 | } 99 | } 100 | finally 101 | { 102 | m_ValuesTmp.Clear(); 103 | } 104 | } 105 | } 106 | } -------------------------------------------------------------------------------- /Assets/UINodeEditor/Scripts/Nodes/Elements/UIElementNode.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 1ce19c95edbb4577856f27cdd36af7c9 3 | timeCreated: 1535120065 -------------------------------------------------------------------------------- /Assets/UINodeEditor/Scripts/Nodes/ExecutionFilterNode.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Collections.Generic; 3 | using System.Threading; 4 | using NodeEditor; 5 | using NodeEditor.Slots; 6 | using UnityEngine; 7 | 8 | namespace UINodeEditor 9 | { 10 | /// 11 | /// A node that acts like a filter for UI elements. If the filter input is false then no children will be executed. 12 | /// 13 | [Title("Util","Execution Filter")] 14 | public class ExecutionFilterNode : AbstractNode 15 | { 16 | private EmptySlot> m_Event; 17 | private ValueSlot m_Filter; 18 | private List> m_ValuesTmp = new List>(); 19 | 20 | public ExecutionFilterNode() 21 | { 22 | m_Event = CreateInputSlot>>("Event"); 23 | m_Event.SetAllowMultipleConnections(true); 24 | m_Filter = CreateInputSlot>("Filter").SetShowControl(); 25 | CreateOutputSlot>>("UI Event").SetDefaultValue(Execute); 26 | } 27 | 28 | private void Execute(UIEventData eventData) 29 | { 30 | try 31 | { 32 | Execute(eventData, eventData.Rect); 33 | } 34 | finally 35 | { 36 | if (eventData.WaitHandle != null) eventData.WaitHandle.MarkDone(); 37 | } 38 | } 39 | 40 | protected virtual void Execute(UIEventData eventData, Rect rect) 41 | { 42 | if(!m_Filter[this]) return; 43 | 44 | try 45 | { 46 | GetSlotValues(m_Event, m_ValuesTmp); 47 | if (eventData.WaitHandle != null) 48 | { 49 | foreach (var action in m_ValuesTmp) 50 | { 51 | eventData.WaitHandle.AddWait(); 52 | ThreadPool.QueueUserWorkItem(c => action.Invoke((UIEventData)c), eventData); 53 | } 54 | } 55 | else 56 | { 57 | foreach (var action in m_ValuesTmp) 58 | { 59 | action.Invoke(eventData); 60 | } 61 | } 62 | } 63 | finally 64 | { 65 | m_ValuesTmp.Clear(); 66 | } 67 | } 68 | } 69 | } -------------------------------------------------------------------------------- /Assets/UINodeEditor/Scripts/Nodes/ExecutionFilterNode.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: ca52a9831fed413eb9a2ea2198e6587e 3 | timeCreated: 1535296929 -------------------------------------------------------------------------------- /Assets/UINodeEditor/Scripts/Nodes/ExecutionNode.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using NodeEditor; 3 | 4 | namespace UINodeEditor 5 | { 6 | /// 7 | /// A simple execute node. 8 | /// 9 | [Title("Execution Node")] 10 | public class ExecutionNode : AbstractNode 11 | { 12 | private ValueSlot Input; 13 | 14 | public ExecutionNode() 15 | { 16 | Input = CreateInputSlot>("Input"); 17 | } 18 | 19 | public void Execute() 20 | { 21 | var action = Input[this]; 22 | if(action != null) action.Invoke(); 23 | } 24 | } 25 | } -------------------------------------------------------------------------------- /Assets/UINodeEditor/Scripts/Nodes/ExecutionNode.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 3bfd635659954856b8d097485b24f114 3 | timeCreated: 1534851652 -------------------------------------------------------------------------------- /Assets/UINodeEditor/Scripts/Nodes/Input.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 06bc899e3aff42e3b07861f907e98408 3 | timeCreated: 1535109408 -------------------------------------------------------------------------------- /Assets/UINodeEditor/Scripts/Nodes/Input/MousePositionNode.cs: -------------------------------------------------------------------------------- 1 | using NodeEditor; 2 | using UnityEngine; 3 | 4 | namespace UINodeEditor 5 | { 6 | /// 7 | /// Node that provides the 2D and 3D mouse position gotten straight from . 8 | /// 9 | [Title("Input","Mouse Position")] 10 | public class MousePositionNode : AbstractNode 11 | { 12 | public MousePositionNode() 13 | { 14 | name = "Mouse Position"; 15 | CreateOutputSlot>("2D").SetGetter(() => Input.mousePosition); 16 | CreateOutputSlot>("3D").SetGetter(() => Input.mousePosition); 17 | } 18 | } 19 | } -------------------------------------------------------------------------------- /Assets/UINodeEditor/Scripts/Nodes/Input/MousePositionNode.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: fffe6a726ef44edcba69d06f417814ec 3 | timeCreated: 1534873901 -------------------------------------------------------------------------------- /Assets/UINodeEditor/Scripts/Nodes/Input/RectTransformNode.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using NodeEditor; 3 | using NodeEditor.Controls; 4 | using UnityEngine; 5 | 6 | namespace UINodeEditor 7 | { 8 | /// 9 | /// A rect transform node that calculates a rect value based on the anchor, offset, position and size. 10 | /// 11 | [Title("Builder","Rect Transform")] 12 | public class RectTransformNode : AbstractUINode 13 | { 14 | [SerializeField] private Vector2 m_AnchorMin = new Vector2(0.5f,0.5f); 15 | [SerializeField] private Vector2 m_AnchorMax = new Vector2(0.5f,0.5f); 16 | [SerializeField] private Vector2 m_OffsetMin = new Vector2(0, 0); 17 | [SerializeField] private Vector2 m_OffsetMax = new Vector2(0, 0); 18 | [SerializeField] private Vector2 m_Position = new Vector2(0,0); 19 | [SerializeField] private Vector2 m_Size = new Vector2(100,100); 20 | 21 | [DefaultControl(label = "Anchor Min")] 22 | public Vector2 anchorMin 23 | { 24 | get { return m_AnchorMin; } 25 | set { m_AnchorMin = value; } 26 | } 27 | 28 | [DefaultControl(label = "Anchor Max")] 29 | public Vector2 anchorMax 30 | { 31 | get { return m_AnchorMax; } 32 | set { m_AnchorMax = value; } 33 | } 34 | 35 | [DefaultControl(label = "Offset Min")] 36 | public Vector2 offsetMin 37 | { 38 | get { return m_OffsetMin; } 39 | set { m_OffsetMin = value; } 40 | } 41 | 42 | [DefaultControl(label = "Offset Max")] 43 | public Vector2 offsetMax 44 | { 45 | get { return m_OffsetMax; } 46 | set { m_OffsetMax = value; } 47 | } 48 | 49 | /*[DefaultControl(label = "Position")] 50 | public Vector2 position 51 | { 52 | get { return m_Position; } 53 | set { m_Position = value; } 54 | } 55 | 56 | [DefaultControl(label = "Size")] 57 | public Vector2 size 58 | { 59 | get { return m_Size; } 60 | set { m_Size = value; } 61 | }*/ 62 | 63 | [SerializeField] 64 | private ValueSlot m_OutRect; 65 | private ValueSlot> m_EventOut; 66 | 67 | public RectTransformNode() 68 | { 69 | m_EventOut = CreateOutputSlot>>("outEvent", "Event").SetValue(CalculateRect); 70 | m_OutRect = CreateOutputSlot>("outRect","Rect"); 71 | } 72 | 73 | private void CalculateRect(UIEventData eventData) 74 | { 75 | if (eventData.EventType == UIEventType.Layout) 76 | { 77 | var parentRect = eventData.Rect; 78 | var outRect = new Rect 79 | { 80 | x = m_AnchorMin.x * parentRect.width + m_OffsetMin.x, 81 | y = m_AnchorMin.y * parentRect.height + m_OffsetMin.y, 82 | width = m_AnchorMax.x * parentRect.width - m_OffsetMax.x - m_AnchorMin.x * parentRect.width - m_OffsetMin.x, 83 | height = m_AnchorMax.y * parentRect.height - m_OffsetMax.y - m_AnchorMin.y * parentRect.height - m_OffsetMin.y 84 | }; 85 | 86 | m_OutRect.SetValue(outRect); 87 | } 88 | } 89 | } 90 | } -------------------------------------------------------------------------------- /Assets/UINodeEditor/Scripts/Nodes/Input/RectTransformNode.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 4aff4d92d8f84ad08660d4a624c644a0 3 | timeCreated: 1535192395 -------------------------------------------------------------------------------- /Assets/UINodeEditor/Scripts/Nodes/Input/ScreenMatrixNode.cs: -------------------------------------------------------------------------------- 1 | using NodeEditor; 2 | using NodeEditor.Controls; 3 | using UnityEngine; 4 | 5 | namespace UINodeEditor 6 | { 7 | /// 8 | /// A matrix node that provides a screen matrix that can be used in a to draw elements in screen space. 9 | /// With a rect as big as the camera's pixels. 10 | /// It uses the main camera from . 11 | /// 12 | [Title("Input","Screen Matrix")] 13 | public class ScreenMatrixNode : AbstractNode, ITickableNode 14 | { 15 | [SerializeField] private float m_Distance = 1; 16 | private ValueSlot m_Output; 17 | private GetterSlot m_Camera; 18 | private ValueSlot m_ScreenRect; 19 | private Camera m_CachedCamera; 20 | 21 | /// 22 | /// The distance of the UI elements from the camera. 23 | /// Elements are scaled based on this distance so they appear the same size in screen space. 24 | /// 25 | [DefaultControl(label = "Distance")] 26 | public float distance 27 | { 28 | get { return m_Distance; } 29 | set 30 | { 31 | m_Distance = value; 32 | Dirty(ModificationScope.Node); 33 | } 34 | } 35 | 36 | public ScreenMatrixNode() 37 | { 38 | m_Camera = CreateOutputSlot>("Camera").SetGetter(()=> m_CachedCamera); 39 | m_ScreenRect = CreateOutputSlot>("ScreenRect").SetValue(new Rect(0, 0, 256, 256)); 40 | m_Output = CreateOutputSlot>("Mat").SetValue(Matrix4x4.identity); 41 | } 42 | 43 | private Matrix4x4 CalculateMatrix() 44 | { 45 | var frustumHeight = 2.0f * m_Distance * Mathf.Tan(m_CachedCamera.fieldOfView * 0.5f * Mathf.Deg2Rad); 46 | var frustumWidth = frustumHeight * m_CachedCamera.aspect; 47 | return m_CachedCamera.cameraToWorldMatrix * Matrix4x4.Translate(new Vector3(-frustumWidth * 0.5f, -frustumHeight * 0.5f, -m_Distance)) * Matrix4x4.Scale(new Vector3(frustumWidth / m_CachedCamera.pixelWidth, frustumHeight / m_CachedCamera.pixelHeight)); 48 | } 49 | 50 | public void Tick() 51 | { 52 | if(m_CachedCamera == null) m_CachedCamera = Camera.main; 53 | m_Output.SetValue(CalculateMatrix()); 54 | m_ScreenRect.SetValue(m_CachedCamera.pixelRect); 55 | } 56 | } 57 | } -------------------------------------------------------------------------------- /Assets/UINodeEditor/Scripts/Nodes/Input/ScreenMatrixNode.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 9f7cedf31077458ba378f0464dfe3136 3 | timeCreated: 1534877154 -------------------------------------------------------------------------------- /Assets/UINodeEditor/Scripts/Nodes/Math.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 3ca2596473ff4527a689d46c6c449e0f 3 | timeCreated: 1534876035 -------------------------------------------------------------------------------- /Assets/UINodeEditor/Scripts/Nodes/Math/MultiplyNode.cs: -------------------------------------------------------------------------------- 1 | using NodeEditor; 2 | using UnityEngine; 3 | 4 | namespace UINodeEditor.Math 5 | { 6 | /// 7 | /// Matrix4x4 multiplication node. 8 | /// 9 | [Title("Math", "Multiply", "Multiply: Matrix4x4")] 10 | public class MatrixMultiply : MultiplyNode 11 | { 12 | protected override Matrix4x4 Multiply(Matrix4x4 lhs, Matrix4x4 rhs) 13 | { 14 | return lhs * rhs; 15 | } 16 | } 17 | 18 | /// 19 | /// Base class for all multiplications nodes. 20 | /// 21 | /// 22 | public abstract class MultiplyNode : AbstractNode 23 | { 24 | private EmptySlot m_Input0; 25 | private EmptySlot m_Input1; 26 | 27 | protected MultiplyNode() 28 | { 29 | m_Input0 = CreateInputSlot>("0"); 30 | m_Input1 = CreateInputSlot>("1"); 31 | CreateOutputSlot>("Out").SetGetter(MultiplyInternal); 32 | } 33 | 34 | private T MultiplyInternal() 35 | { 36 | return Multiply(m_Input0[this], m_Input1[this]); 37 | } 38 | 39 | /// 40 | /// Called when the output is accessed. 41 | /// 42 | /// Value 1. 43 | /// Value 2. 44 | /// The multiplication of and 45 | protected abstract T Multiply(T lhs, T rhs); 46 | } 47 | } -------------------------------------------------------------------------------- /Assets/UINodeEditor/Scripts/Nodes/Math/MultiplyNode.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 5057fe1694bd4f4aaeeb1abfa639f3eb 3 | timeCreated: 1534876046 -------------------------------------------------------------------------------- /Assets/UINodeEditor/Scripts/Nodes/Math/Scale.cs: -------------------------------------------------------------------------------- 1 | using NodeEditor; 2 | using UnityEngine; 3 | 4 | namespace UINodeEditor.Math 5 | { 6 | /// 7 | /// Vector4 Scale node. Scaled by a float. 8 | /// 9 | [Title("Math", "4D", "Scale: 4D")] 10 | public class ScaleVector4 : AbstractNode 11 | { 12 | public ScaleVector4() 13 | { 14 | name = "Scale Vector4"; 15 | var inVec = CreateInputSlot>("In"); 16 | var scale = CreateInputSlot>("Scale").SetValue(1).SetShowControl(); 17 | CreateOutputSlot>("Out").SetGetter(() => inVec[this] * scale[this]); 18 | } 19 | } 20 | 21 | /// 22 | /// Vector3 scale node. Scaled by a float. 23 | /// 24 | [Title("Math","3D","Scale: 3D")] 25 | public class ScaleVector3 : AbstractNode 26 | { 27 | public ScaleVector3() 28 | { 29 | name = "Scale Vector3"; 30 | var inVec = CreateInputSlot>("In"); 31 | var scale = CreateInputSlot>("Scale").SetValue(1).SetShowControl(); 32 | CreateOutputSlot>("Out").SetGetter(()=> inVec[this] * scale[this]); 33 | } 34 | } 35 | 36 | /// 37 | /// Vector2 scale node. Scaled by a float. 38 | /// 39 | [Title("Math", "2D", "Scale: 2D")] 40 | public class ScaleVector2 : AbstractNode 41 | { 42 | public ScaleVector2() 43 | { 44 | name = "Scale Vector2"; 45 | var inVec = CreateInputSlot>("In"); 46 | var scale = CreateInputSlot>("Scale").SetValue(1).SetShowControl(); 47 | CreateOutputSlot>("Out").SetGetter(() => inVec[this] * scale[this]); 48 | } 49 | } 50 | } -------------------------------------------------------------------------------- /Assets/UINodeEditor/Scripts/Nodes/Math/Scale.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 6093daa68739418a9f0cd6d06af4c909 3 | timeCreated: 1534878799 -------------------------------------------------------------------------------- /Assets/UINodeEditor/Scripts/Nodes/MatrixBuilderNode.cs: -------------------------------------------------------------------------------- 1 | using NodeEditor; 2 | using UnityEngine; 3 | 4 | namespace UINodeEditor 5 | { 6 | /// 7 | /// A node that builds a matrix4x4 from position, rotation and scale. 8 | /// 9 | [Title("Builder","Matrix4x4")] 10 | public class MatrixBuilderNode : AbstractNode 11 | { 12 | private ValueSlot m_Pos; 13 | private ValueSlot m_Rot; 14 | private ValueSlot m_Scale; 15 | 16 | public MatrixBuilderNode() 17 | { 18 | name = "Matrix Builder"; 19 | CreateOutputSlot>("Out").SetGetter(() => Matrix4x4.TRS(m_Pos[this], m_Rot[this], m_Scale[this])); 20 | m_Pos = CreateInputSlot>("Position").SetShowControl(); 21 | m_Rot = CreateInputSlot>("Rotation").SetValue(Quaternion.identity).SetShowControl(); 22 | m_Scale = CreateInputSlot>("Scale").SetValue(Vector3.one).SetShowControl(); 23 | } 24 | } 25 | } -------------------------------------------------------------------------------- /Assets/UINodeEditor/Scripts/Nodes/MatrixBuilderNode.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: e59ceff5207d4e0e9035ecbf4228c70a 3 | timeCreated: 1534874165 -------------------------------------------------------------------------------- /Assets/UINodeEditor/Scripts/Nodes/RectMatrixBuilderNode.cs: -------------------------------------------------------------------------------- 1 | using NodeEditor; 2 | using UnityEngine; 3 | 4 | namespace UINodeEditor 5 | { 6 | /// 7 | /// Builds a matrix from rect position and size. 8 | /// 9 | [Title("Builder","Rect Matrix")] 10 | public class RectMatrixBuilderNode : AbstractNode 11 | { 12 | private ValueSlot m_Position; 13 | private ValueSlot m_Size; 14 | 15 | public RectMatrixBuilderNode() 16 | { 17 | name = "Rect Matrix"; 18 | m_Position = CreateInputSlot>("Position").SetShowControl(); 19 | m_Size = CreateInputSlot>("Size").SetShowControl(); 20 | CreateOutputSlot>("Out").SetGetter(BuildMatrix); 21 | } 22 | 23 | private Matrix4x4 BuildMatrix() 24 | { 25 | var pos = m_Position[this]; 26 | var size = m_Size[this]; 27 | 28 | return Matrix4x4.TRS(pos, Quaternion.identity, size); 29 | } 30 | } 31 | } -------------------------------------------------------------------------------- /Assets/UINodeEditor/Scripts/Nodes/RectMatrixBuilderNode.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: c445ebd6b0a641b2a9b338ff3eb84c6f 3 | timeCreated: 1535027185 -------------------------------------------------------------------------------- /Assets/UINodeEditor/Scripts/Nodes/SlotChangeListener.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Collections.Generic; 3 | using NodeEditor; 4 | 5 | namespace UINodeEditor 6 | { 7 | /// 8 | /// A slot change listener can access a slot value from a node and compare it with an old cached value to see if new values differs. 9 | /// 10 | /// 11 | public class SlotChangeListener 12 | { 13 | private ISlot m_Slot; 14 | private Action m_ChangeListener; 15 | private T m_OldValue; 16 | 17 | public SlotChangeListener(ISlot slot, Action action) 18 | { 19 | m_Slot = slot; 20 | m_ChangeListener = action; 21 | } 22 | 23 | /// 24 | /// Get the slot value from a given node. 25 | /// 26 | /// The node that the slot belongs to. 27 | /// The current value of the slot. 28 | public T this[AbstractNode node] 29 | { 30 | get 31 | { 32 | var newValue = node.GetSlotValue(m_Slot); 33 | if (!EqualityComparer.Default.Equals(newValue,m_OldValue)) 34 | { 35 | m_OldValue = newValue; 36 | if(m_ChangeListener != null) m_ChangeListener.Invoke(); 37 | } 38 | return newValue; 39 | 40 | } 41 | } 42 | } 43 | } -------------------------------------------------------------------------------- /Assets/UINodeEditor/Scripts/Nodes/SlotChangeListener.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 77dbedde5cc44181aed2c11fa23dacf4 3 | timeCreated: 1535047659 -------------------------------------------------------------------------------- /Assets/UINodeEditor/Scripts/Nodes/TimerNode.cs: -------------------------------------------------------------------------------- 1 | using NodeEditor; 2 | using NodeEditor.Controls; 3 | using NodeEditor.Slots; 4 | using UnityEngine; 5 | 6 | namespace UINodeEditor 7 | { 8 | /// 9 | /// A timer node increments a float based on a speed input. 10 | /// This is used if speed needs to change and the can't handle variable speed. 11 | /// 12 | [Title("Input", "Timer")] 13 | public class TimerNode : AbstractNode, ITickableNode 14 | { 15 | [SerializeField] private bool m_unscaled; 16 | 17 | /// 18 | /// If true timer will be increased by unscaled delta time. 19 | /// If false timer will be increased by scaled delta time. 20 | /// 21 | [DefaultControl(label = "Unscaled")] 22 | public bool unscaled 23 | { 24 | get => m_unscaled; 25 | set => m_unscaled = value; 26 | } 27 | 28 | private ValueSlot m_Speed; 29 | private DefaultValueSlot m_Time; 30 | 31 | public TimerNode() 32 | { 33 | m_Speed = CreateInputSlot>("Speed").SetValue(1).SetShowControl(); 34 | m_Time = CreateOutputSlot>("Time"); 35 | } 36 | 37 | void ITickableNode.Tick() 38 | { 39 | m_Time.SetDefaultValue(m_Time.value + (m_unscaled ? Time.unscaledDeltaTime : Time.deltaTime) * m_Speed[this]); 40 | } 41 | } 42 | } -------------------------------------------------------------------------------- /Assets/UINodeEditor/Scripts/Nodes/TimerNode.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 506256936e054f49af62fa475e08f799 3 | timeCreated: 1568973602 -------------------------------------------------------------------------------- /Assets/UINodeEditor/Scripts/Nodes/To2DNode.cs: -------------------------------------------------------------------------------- 1 | using NodeEditor; 2 | using UnityEngine; 3 | 4 | namespace UINodeEditor 5 | { 6 | /// 7 | /// Node that converts a Vector2 input to Vector3. 8 | /// 9 | [Title("Conversion", "To 2D")] 10 | public class To2DNode : AbstractNode 11 | { 12 | public To2DNode() 13 | { 14 | var input = CreateInputSlot>("In"); 15 | CreateOutputSlot>("Out").SetGetter(() => input[this]); 16 | } 17 | } 18 | } -------------------------------------------------------------------------------- /Assets/UINodeEditor/Scripts/Nodes/To2DNode.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 774a3ed4bc8940b5b3ffbf2b7e7d2376 3 | timeCreated: 1534875477 -------------------------------------------------------------------------------- /Assets/UINodeEditor/Scripts/Nodes/To3DNode.cs: -------------------------------------------------------------------------------- 1 | using NodeEditor; 2 | using UnityEngine; 3 | 4 | namespace UINodeEditor 5 | { 6 | /// 7 | /// A node that converts a Vector2 into a Vector3 8 | /// 9 | [Title("Conversion","To 3D")] 10 | public class To3DNode : AbstractNode 11 | { 12 | private EmptySlot m_Input; 13 | 14 | public To3DNode() 15 | { 16 | m_Input = CreateInputSlot>("In"); 17 | CreateOutputSlot>("Out").SetGetter(() => m_Input[this]); 18 | } 19 | } 20 | } -------------------------------------------------------------------------------- /Assets/UINodeEditor/Scripts/Nodes/To3DNode.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: bbf32d0b85734482ba1c2463793c6382 3 | timeCreated: 1534875109 -------------------------------------------------------------------------------- /Assets/UINodeEditor/Scripts/Nodes/UIDirtyType.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | 3 | namespace UINodeEditor 4 | { 5 | /// 6 | /// Flags that indicated by what kind of operation was a UI dirtied by. 7 | /// 8 | [Flags] 9 | public enum UIDirtyType 10 | { 11 | None = 0, 12 | Mesh = 1, 13 | Layout = 2 14 | } 15 | } -------------------------------------------------------------------------------- /Assets/UINodeEditor/Scripts/Nodes/UIDirtyType.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: a102227709b045a691d69b904a631053 3 | timeCreated: 1535047365 -------------------------------------------------------------------------------- /Assets/UINodeEditor/Scripts/Nodes/UIMasterNode.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Collections.Generic; 3 | using NodeEditor; 4 | using NodeEditor.Slots; 5 | using UnityEngine; 6 | 7 | namespace UINodeEditor 8 | { 9 | /// 10 | /// Master node is the main node in each graph. It acts like a canvas for the UI. 11 | /// It executes the calculations and gets the values from all children connected to it. 12 | /// It also has the rect and matrix of the "canvas". 13 | /// 14 | [Title("UI Master Node")] 15 | public class UIMasterNode : AbstractNode 16 | { 17 | private EmptySlot> m_Input; 18 | private DefaultValueSlot m_Matrix; 19 | private ValueSlot m_Rect; 20 | private List> m_TmpSlots; 21 | 22 | public Matrix4x4 matrix => m_Matrix[this]; 23 | public Rect rect => m_Rect[this]; 24 | 25 | public UIMasterNode() 26 | { 27 | name = "UI Master Node"; 28 | m_Input = CreateInputSlot>>("UI Event"); 29 | m_Input.SetAllowMultipleConnections(true); 30 | m_Rect = CreateInputSlot>("Rect").SetShowControl(); 31 | m_Matrix = CreateInputSlot>("Matrix").SetDefaultValue(Matrix4x4.identity); 32 | } 33 | 34 | public void GetInputValues(IList> values) 35 | { 36 | GetSlotValues(m_Input, values); 37 | } 38 | } 39 | } -------------------------------------------------------------------------------- /Assets/UINodeEditor/Scripts/Nodes/UIMasterNode.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: c438e98837014c4c8c9528955842e558 3 | timeCreated: 1534864683 -------------------------------------------------------------------------------- /Assets/UINodeEditor/Scripts/UIEventType.cs: -------------------------------------------------------------------------------- 1 | namespace UINodeEditor 2 | { 3 | /// 4 | /// The type of UI event that a will execute. 5 | /// 6 | /// 7 | public enum UIEventType 8 | { 9 | /// 10 | /// Layout event is ran first on main thread. 11 | /// 12 | Layout, 13 | /// 14 | /// Pre Repaint is ran second on multiple threads 15 | /// 16 | PreRepaint, 17 | /// 18 | /// Repaint is ran final on main thread. 19 | /// 20 | Repaint 21 | } 22 | } -------------------------------------------------------------------------------- /Assets/UINodeEditor/Scripts/UIEventType.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: d9a6c6c99e4b438db21911187ecda32e 3 | timeCreated: 1535118897 -------------------------------------------------------------------------------- /Assets/UINodeEditor/Scripts/UIGraphComponent.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using NodeEditor; 3 | using UnityEngine; 4 | using UnityEngine.Profiling; 5 | using UnityEngine.Rendering; 6 | 7 | namespace UINodeEditor 8 | { 9 | /// 10 | /// A component tha can be placed in a scene and will render all UI elements from a . 11 | /// It uses a local that handles pooling. 12 | /// 13 | [RequireComponent(typeof(Camera))] 14 | [ImageEffectAllowedInSceneView] 15 | public class UIGraphComponent : MonoBehaviour 16 | { 17 | [SerializeField,Range(0,600)] private float m_Health; 18 | [SerializeField] private UIGraphObject m_Graph; 19 | [SerializeField] private bool m_Threaded; 20 | private Guid m_HealthId = StringToGUID.Get("health"); 21 | private CommandBuffer m_CommandBuffer; 22 | private UIGraphRenderer m_Renderer; 23 | 24 | private void Awake() 25 | { 26 | m_CommandBuffer = new CommandBuffer {name = name}; 27 | m_Renderer = new UIGraphRenderer(); 28 | } 29 | 30 | private void OnEnable() 31 | { 32 | GetComponent().AddCommandBuffer(CameraEvent.AfterForwardAlpha,m_CommandBuffer); 33 | } 34 | 35 | private void OnDisable() 36 | { 37 | GetComponent().RemoveCommandBuffer(CameraEvent.AfterForwardAlpha, m_CommandBuffer); 38 | } 39 | 40 | private void OnDestroy() 41 | { 42 | m_CommandBuffer.Dispose(); 43 | m_Renderer.Dispose(); 44 | } 45 | 46 | private void Update() 47 | { 48 | UpdateInternal(); 49 | } 50 | 51 | private void UpdateInternal() 52 | { 53 | GlobalProperties.SetValue(m_HealthId, m_Health); 54 | 55 | Profiler.BeginSample("UIGraph"); 56 | Profiler.BeginSample("UIGraph Tick"); 57 | var nodes = m_Graph.graph.GetNodes(); 58 | foreach (var node in nodes) 59 | (node as ITickableNode)?.Tick(); 60 | Profiler.EndSample(); 61 | m_Renderer.PopulateCommandBuffer(m_Threaded, nodes,m_CommandBuffer); 62 | Profiler.EndSample(); 63 | foreach (var node in nodes) 64 | (node as AbstractUINode)?.ClearDirty(); 65 | } 66 | } 67 | } -------------------------------------------------------------------------------- /Assets/UINodeEditor/Scripts/UIGraphComponent.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: c6c38918b95047a193bde0241cb6c7fb 3 | timeCreated: 1534865328 -------------------------------------------------------------------------------- /Assets/UINodeEditor/Scripts/UIGraphObject.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Collections.Generic; 3 | using System.Linq; 4 | using NodeEditor; 5 | using UnityEngine; 6 | using Object = UnityEngine.Object; 7 | 8 | namespace UINodeEditor 9 | { 10 | /// 11 | /// A graph object that holds all UI nodes as well as exposed references. 12 | /// 13 | [CreateAssetMenu] 14 | public class UIGraphObject : GraphObjectBase, IReferenceTable, ISerializationCallbackReceiver, IPropertyTable 15 | { 16 | private Dictionary m_References = new Dictionary(); 17 | 18 | [SerializeField, HideInInspector] 19 | private List m_SerializedReferences = new List(); 20 | 21 | [SerializeField, HideInInspector] private TextAsset m_DataAsset; 22 | [SerializeField, HideInInspector] private string m_SerializedGraph; 23 | 24 | IGraph m_DeserializedGraph; 25 | 26 | [Serializable] 27 | public struct ReferenceEntry 28 | { 29 | public byte[] guid; 30 | public Object obj; 31 | } 32 | 33 | /// 34 | /// Set an exposed reference values. 35 | /// 36 | /// The exposed reference id. 37 | /// The new value of the exposed reference. 38 | public void SetReferenceValue(Guid id, Object value) 39 | { 40 | if (m_References.ContainsKey(id)) 41 | { 42 | m_References[id] = value; 43 | } 44 | else 45 | { 46 | m_References.Add(id, value); 47 | } 48 | #if UNITY_EDITOR 49 | UnityEditor.EditorUtility.SetDirty(this); 50 | #endif 51 | } 52 | 53 | /// 54 | /// Get a value for an exposed reference. 55 | /// 56 | /// The id of the reference. 57 | /// Does the reference exist. 58 | /// The exposed reference value. 59 | public Object GetReferenceValue(Guid id, out bool idValid) 60 | { 61 | Object val; 62 | idValid = m_References.TryGetValue(id, out val); 63 | return val; 64 | } 65 | 66 | /// 67 | /// Remove an exposed reference with a given id. 68 | /// 69 | /// The id of the reference to remove. 70 | public void ClearReferenceValue(Guid id) 71 | { 72 | m_References.Remove(id); 73 | } 74 | 75 | /// 76 | /// Get a global property value. It just calls . 77 | /// 78 | /// The type of global property. 79 | /// The id of the global property. 80 | /// Does the id exist. 81 | /// 82 | public T GetPropertyValue(Guid id, out bool validId) 83 | { 84 | T val; 85 | validId = GlobalProperties.TryGetValue(id, out val); 86 | return val; 87 | } 88 | 89 | public void ClearPropertyValue(Guid id) 90 | { 91 | GlobalProperties.RemoveKey(id); 92 | } 93 | 94 | public void SetPropertyValue(Guid id, T val) 95 | { 96 | GlobalProperties.SetValue(id, val); 97 | } 98 | 99 | protected IGraph CreateGraph() 100 | { 101 | return new NodeGraph(); 102 | } 103 | 104 | protected override void OnObjectEnable() 105 | { 106 | if (graph == null) 107 | { 108 | graph = CreateGraph(); 109 | } 110 | } 111 | 112 | void ISerializationCallbackReceiver.OnBeforeSerialize() 113 | { 114 | var elementData = SerializationHelper.Serialize(graph); 115 | m_SerializedGraph = JsonUtility.ToJson(elementData); 116 | 117 | m_SerializedReferences.Clear(); 118 | foreach (var o in m_References) 119 | { 120 | m_SerializedReferences.Add(new ReferenceEntry() {guid = o.Key.ToByteArray(), obj = o.Value}); 121 | } 122 | } 123 | 124 | void ISerializationCallbackReceiver.OnAfterDeserialize() 125 | { 126 | try 127 | { 128 | var deserializedGraph = SerializationHelper.Deserialize( 129 | JsonUtility.FromJson(m_SerializedGraph), null); 130 | if (graph == null) 131 | graph = deserializedGraph; 132 | else 133 | m_DeserializedGraph = deserializedGraph; 134 | } 135 | catch (Exception e) 136 | { 137 | graph = CreateGraph(); 138 | graph.OnEnable(); 139 | graph.ValidateGraph(); 140 | graph.onNodeAdded += OnNodeAdded; 141 | } 142 | 143 | m_References.Clear(); 144 | foreach (var referenceEntry in m_SerializedReferences) 145 | { 146 | m_References.Add(new Guid(referenceEntry.guid), referenceEntry.obj); 147 | } 148 | 149 | m_SerializedReferences.Clear(); 150 | } 151 | 152 | protected override void UndoRedoPerformed() 153 | { 154 | if (m_DeserializedGraph != null) 155 | { 156 | graph.ReplaceWith(m_DeserializedGraph); 157 | m_DeserializedGraph = null; 158 | } 159 | } 160 | 161 | protected override void Validate() 162 | { 163 | foreach (var mReference in m_References.Keys.ToArray()) 164 | { 165 | if (!graph.ContainsNodeGuid(mReference)) m_References.Remove(mReference); 166 | } 167 | } 168 | } 169 | } -------------------------------------------------------------------------------- /Assets/UINodeEditor/Scripts/UIGraphObject.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: d9861d7d57b94868bb275014800c5cd5 3 | timeCreated: 1534867396 -------------------------------------------------------------------------------- /Assets/UINodeEditor/Scripts/UIGraphRenderer.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Collections.Generic; 3 | using System.Threading; 4 | using NodeEditor; 5 | using UnityEngine; 6 | using UnityEngine.Rendering; 7 | 8 | namespace UINodeEditor 9 | { 10 | /// 11 | /// A graph renderer helper that populates a command buffer from a master node by processing all of it's children. 12 | /// It uses a to store meshes outside of the nodes. 13 | /// had an internal mesh pool so the renderer helper needs to be disposed for these meshes to be destroyed. 14 | /// 15 | public class UIGraphRenderer : IDisposable 16 | { 17 | private List> m_ValuesTmp = new List>(); 18 | 19 | private UIRenderBuffer m_RenderBuffer = new UIRenderBuffer(); 20 | 21 | private MeshRepository m_MeshRepository = new MeshRepository(); 22 | 23 | private UIThreadWaitHandle m_WaitHandle = new UIThreadWaitHandle(); 24 | 25 | /// 26 | /// Calculates values and meshes for all nodes. 27 | /// 28 | /// The render buffer that will hold all render instructions. 29 | /// The command buffer that will have all the final mesh rendering instruction that were extracted from a . 30 | private void ExecuteMasterNode(bool threaded, Rect rect,Matrix4x4 globalMatrix, UIMasterNode masterNode,CommandBuffer commandBuffer) 31 | { 32 | masterNode.GetInputValues(m_ValuesTmp); 33 | 34 | Rect localRect = new Rect(Vector2.zero, rect.size); 35 | 36 | //can only be ran on main thread 37 | foreach (var value in m_ValuesTmp) 38 | { 39 | value.Invoke(new UIEventData() { EventType = UIEventType.Layout, Rect = localRect }); 40 | } 41 | 42 | //can run on multiple threads 43 | if (threaded) 44 | { 45 | m_WaitHandle.Reset(m_ValuesTmp.Count); 46 | 47 | foreach (var a in m_ValuesTmp) 48 | { 49 | var a1 = a; 50 | ThreadPool.QueueUserWorkItem(c => a1.Invoke((UIEventData)c), new UIEventData() { EventType = UIEventType.PreRepaint, Rect = localRect, RenderBuffer = m_RenderBuffer, WaitHandle = m_WaitHandle }); 51 | } 52 | 53 | m_WaitHandle.WaitAll(); 54 | } 55 | else 56 | { 57 | foreach (var action in m_ValuesTmp) 58 | { 59 | action.Invoke(new UIEventData() { EventType = UIEventType.PreRepaint, Rect = localRect, RenderBuffer = m_RenderBuffer,MeshRepository = m_MeshRepository }); 60 | } 61 | } 62 | 63 | //can run only on main thread. 64 | foreach (var action in m_ValuesTmp) 65 | { 66 | action.Invoke(new UIEventData() { EventType = UIEventType.Repaint, Rect = localRect, RenderBuffer = m_RenderBuffer,MeshRepository = m_MeshRepository }); 67 | } 68 | 69 | var matrix = globalMatrix * Matrix4x4.Translate(rect.position); 70 | m_RenderBuffer.Populate(commandBuffer, matrix); 71 | 72 | m_ValuesTmp.Clear(); 73 | } 74 | 75 | public void PopulateCommandBuffer(bool threaded, Rect rect, Matrix4x4 globalMatrix, IEnumerable nodes, CommandBuffer commandBuffer) 76 | { 77 | foreach (var node in nodes) 78 | { 79 | if (node is UIMasterNode masterNode) 80 | { 81 | commandBuffer.Clear(); 82 | try 83 | { 84 | ExecuteMasterNode(threaded, rect, globalMatrix, masterNode, commandBuffer); 85 | } 86 | finally 87 | { 88 | m_RenderBuffer.Clear(); 89 | m_MeshRepository.ClearCurrent(); 90 | } 91 | break; 92 | } 93 | } 94 | } 95 | 96 | /// 97 | /// Calculates all master nodes and fills the given command buffer. 98 | /// 99 | /// Should ne executed on multiple threads. 100 | /// All the nodes to go over. 101 | /// 102 | /// The command buffer to execute. 103 | public void PopulateCommandBuffer(bool threaded,IEnumerable nodes,CommandBuffer commandBuffer) 104 | { 105 | foreach (var node in nodes) 106 | { 107 | if (node is UIMasterNode masterNode) 108 | { 109 | commandBuffer.Clear(); 110 | try 111 | { 112 | ExecuteMasterNode(threaded, masterNode.rect, masterNode.matrix, masterNode, commandBuffer); 113 | } 114 | finally 115 | { 116 | m_RenderBuffer.Clear(); 117 | m_MeshRepository.ClearCurrent(); 118 | } 119 | break; 120 | } 121 | } 122 | } 123 | 124 | public void Dispose() 125 | { 126 | m_ValuesTmp.Clear(); 127 | m_RenderBuffer.Clear(); 128 | m_WaitHandle.MarkDone(); 129 | } 130 | } 131 | } -------------------------------------------------------------------------------- /Assets/UINodeEditor/Scripts/UIGraphRenderer.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 8b067d7b5d454450a3d7324557018df6 3 | timeCreated: 1568377254 -------------------------------------------------------------------------------- /Assets/UINodeEditor/Scripts/UINodeEditor.asmdef: -------------------------------------------------------------------------------- 1 | { 2 | "name": "UINodeEditor", 3 | "references": [ 4 | "NodeEditor" 5 | ], 6 | "optionalUnityReferences": [], 7 | "includePlatforms": [], 8 | "excludePlatforms": [], 9 | "allowUnsafeCode": false 10 | } -------------------------------------------------------------------------------- /Assets/UINodeEditor/Scripts/UINodeEditor.asmdef.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: fe8f2b39119de0041a2f3ec51a5559ff 3 | AssemblyDefinitionImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Assets/UINodeEditor/Scripts/UIRenderBuffer.cs: -------------------------------------------------------------------------------- 1 | using System.Collections.Generic; 2 | using UnityEngine; 3 | using UnityEngine.Rendering; 4 | 5 | namespace UINodeEditor 6 | { 7 | /// 8 | /// Render buffer is a middle step between the node calculations and the final command buffer that is used by unity. 9 | /// It holds info on meshes to be rendered. 10 | /// 11 | public class UIRenderBuffer 12 | { 13 | private struct RenderElement 14 | { 15 | public Mesh Mesh; 16 | public Material Material; 17 | public Matrix4x4 Matrix; 18 | public MaterialPropertyBlock PropertyBlock; 19 | } 20 | 21 | private Queue m_RenderElements = new Queue(); 22 | 23 | /// 24 | /// Queue a mesh for rendering. 25 | /// 26 | /// The mesh to render. 27 | /// The position of the mesh. 28 | /// The material of the mesh. 29 | /// The property block to be used. Can be null. 30 | public void Render(Mesh mesh, Vector2 pos, Material material, MaterialPropertyBlock propertyBlock) 31 | { 32 | m_RenderElements.Enqueue(new RenderElement() { Mesh = mesh, Material = material, Matrix = Matrix4x4.Translate(pos), PropertyBlock = propertyBlock }); 33 | } 34 | 35 | /// 36 | /// Queue a mesh for rendering. 37 | /// 38 | /// The mesh to render. 39 | /// The position of the mesh. 40 | /// The material of the mesh. 41 | public void Render(Mesh mesh, Vector2 pos, Material material) 42 | { 43 | m_RenderElements.Enqueue(new RenderElement() { Mesh = mesh, Material = material, Matrix = Matrix4x4.Translate(pos) }); 44 | } 45 | 46 | /// 47 | /// Queue a mesh for rendering. 48 | /// 49 | /// The mesh to render. 50 | /// The matrix of the mesh. 51 | /// The material of the mesh. 52 | /// The property block to be used. Can be null. 53 | public void Render(Mesh mesh, Matrix4x4 matrix, Material material, MaterialPropertyBlock propertyBlock) 54 | { 55 | m_RenderElements.Enqueue(new RenderElement(){Mesh = mesh,Material = material,Matrix = matrix,PropertyBlock = propertyBlock}); 56 | } 57 | 58 | /// 59 | /// Render a mesh; 60 | /// 61 | /// The mesh to render. 62 | /// The matrix of the mesh. 63 | /// The material of the mesh. 64 | public void Render(Mesh mesh, Matrix4x4 matrix, Material material) 65 | { 66 | m_RenderElements.Enqueue(new RenderElement() { Mesh = mesh, Material = material, Matrix = matrix}); 67 | } 68 | 69 | /// 70 | /// Populate a command buffer used by unity with all the render actions enqueued. 71 | /// 72 | /// Note that the command buffer is not cleared and should be done so before calling this method. 73 | /// The command buffer to populate. 74 | /// The global matrix that will multiple all render actions. 75 | public void Populate(CommandBuffer commandBuffer,Matrix4x4 matrix) 76 | { 77 | foreach (var element in m_RenderElements) 78 | { 79 | commandBuffer.DrawMesh(element.Mesh, matrix * element.Matrix, element.Material,0,0,element.PropertyBlock); 80 | } 81 | } 82 | 83 | /// 84 | /// Clear all queued render actions. 85 | /// 86 | public void Clear() 87 | { 88 | m_RenderElements.Clear(); 89 | } 90 | } 91 | } -------------------------------------------------------------------------------- /Assets/UINodeEditor/Scripts/UIRenderBuffer.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: f660d5966ff5417cb0e78fd8fc4ae965 3 | timeCreated: 1535108186 -------------------------------------------------------------------------------- /Assets/UINodeEditor/Scripts/UIRepaintBuildEventData.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using UnityEngine.UI; 3 | 4 | namespace UINodeEditor 5 | { 6 | /// 7 | /// Event data used by all UI nodes when rendering, or during layout. 8 | /// 9 | public struct UIEventData 10 | { 11 | /// 12 | /// The global world rect of the current event. 13 | /// 14 | public Rect Rect; 15 | 16 | /// 17 | /// The current type of the event. 18 | /// 19 | public UIEventType EventType; 20 | 21 | /// 22 | /// The global wait handle for the master node. 23 | /// Each node should add a wait. 24 | /// 25 | public UIThreadWaitHandle WaitHandle; 26 | 27 | /// 28 | /// The global render buffer for the current graph. 29 | /// 30 | public UIRenderBuffer RenderBuffer; 31 | 32 | /// 33 | /// The global mesh repository for the current graph. 34 | /// 35 | public MeshRepository MeshRepository; 36 | 37 | public Rect GetRect(Rect child) 38 | { 39 | child.position += Rect.position; 40 | return child; 41 | } 42 | } 43 | } -------------------------------------------------------------------------------- /Assets/UINodeEditor/Scripts/UIRepaintBuildEventData.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 5b8868cf2f4b4460a314ad6e39ac7365 3 | timeCreated: 1534887137 -------------------------------------------------------------------------------- /Assets/UINodeEditor/Scripts/UIThreadWaitHandle.cs: -------------------------------------------------------------------------------- 1 | using System.Threading; 2 | 3 | namespace UINodeEditor 4 | { 5 | /// 6 | /// A wait handle for UI element nodes. 7 | /// 8 | public class UIThreadWaitHandle 9 | { 10 | private int m_ActiveCount; 11 | 12 | public void Reset(int activeCount) 13 | { 14 | m_ActiveCount = activeCount; 15 | } 16 | 17 | public void MarkDone() 18 | { 19 | Interlocked.Decrement(ref m_ActiveCount); 20 | } 21 | 22 | public void AddWait() 23 | { 24 | Interlocked.Increment(ref m_ActiveCount); 25 | } 26 | 27 | public void WaitAll() 28 | { 29 | while (m_ActiveCount > 0) 30 | { 31 | Thread.SpinWait(0); 32 | } 33 | } 34 | } 35 | } -------------------------------------------------------------------------------- /Assets/UINodeEditor/Scripts/UIThreadWaitHandle.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 4b494c6eedc343808a6b9a2357ff6811 3 | timeCreated: 1535144680 -------------------------------------------------------------------------------- /Assets/UINodeEditor/Scripts/UIVertexHelper.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 07c5c53a83c84be19f6d02a3fd48a9f1 3 | timeCreated: 1535125453 -------------------------------------------------------------------------------- /Assets/UINodeEditor/Shaders.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 0a505b5e2cd80dc4280304193327d16b 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/UINodeEditor/Shaders/Sprites-Default.shader: -------------------------------------------------------------------------------- 1 | // Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt) 2 | 3 | Shader "Sprites/Blur" 4 | { 5 | Properties 6 | { 7 | [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {} 8 | _Color ("Tint", Color) = (1,1,1,1) 9 | [MaterialToggle] PixelSnap ("Pixel snap", Float) = 0 10 | [HideInInspector] _RendererColor ("RendererColor", Color) = (1,1,1,1) 11 | [HideInInspector] _Flip ("Flip", Vector) = (1,1,1,1) 12 | [PerRendererData] _AlphaTex ("External Alpha", 2D) = "white" {} 13 | [PerRendererData] _EnableExternalAlpha ("Enable External Alpha", Float) = 0 14 | } 15 | 16 | SubShader 17 | { 18 | Tags 19 | { 20 | "Queue"="Transparent" 21 | "IgnoreProjector"="True" 22 | "RenderType"="Transparent" 23 | "PreviewType"="Plane" 24 | "CanUseSpriteAtlas"="True" 25 | } 26 | 27 | Cull Off 28 | Lighting Off 29 | ZWrite Off 30 | Blend One OneMinusSrcAlpha 31 | 32 | Pass 33 | { 34 | CGPROGRAM 35 | #pragma vertex SpriteCustomVert 36 | #pragma fragment SpriteCustomFrag 37 | #pragma target 2.0 38 | #pragma multi_compile_instancing 39 | #pragma multi_compile _ PIXELSNAP_ON 40 | #pragma multi_compile _ ETC1_EXTERNAL_ALPHA 41 | #include "UnitySprites.cginc" 42 | 43 | sampler2D _SuperBlurTexture; 44 | float2 _SuperBlurTexture_TexelSize; 45 | 46 | struct v2fc 47 | { 48 | float4 vertex : SV_POSITION; 49 | fixed4 color : COLOR; 50 | float2 texcoord : TEXCOORD0; 51 | float4 grabPos : TEXCOORD1; 52 | UNITY_VERTEX_OUTPUT_STEREO 53 | }; 54 | 55 | v2fc SpriteCustomVert(appdata_t IN) 56 | { 57 | v2fc OUT; 58 | 59 | UNITY_SETUP_INSTANCE_ID (IN); 60 | UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT); 61 | 62 | OUT.vertex = UnityFlipSprite(IN.vertex, _Flip); 63 | OUT.vertex = UnityObjectToClipPos(OUT.vertex); 64 | OUT.texcoord = IN.texcoord; 65 | OUT.color = IN.color * _Color * _RendererColor; 66 | 67 | OUT.grabPos = ComputeGrabScreenPos(OUT.vertex); 68 | 69 | 70 | 71 | #ifdef PIXELSNAP_ON 72 | OUT.vertex = UnityPixelSnap (OUT.vertex); 73 | #endif 74 | 75 | return OUT; 76 | } 77 | 78 | fixed4 SpriteCustomFrag(v2fc IN) : SV_Target 79 | { 80 | half3 bgcolor = tex2Dproj(_SuperBlurTexture, IN.grabPos).rgb * lerp(1,IN.color.rgb,IN.color.a); 81 | return half4(bgcolor, 1.0); 82 | } 83 | 84 | ENDCG 85 | } 86 | } 87 | } 88 | -------------------------------------------------------------------------------- /Assets/UINodeEditor/Shaders/Sprites-Default.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: b8f9e27324fc2444a9a5decea41a1a5b 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/UINodeEditor/Textures.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 8b56bc0fa2a87114e95e64738b85874a 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/UINodeEditor/Textures/heartbeat.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/simeonradivoev/UI-Node-Editor/2bb9fd8ecfd64fb328dfeb0e5c722aecd2223016/Assets/UINodeEditor/Textures/heartbeat.png -------------------------------------------------------------------------------- /Assets/UINodeEditor/Textures/heartbeat.png.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: c1d0deb3f28c747428f78f5f6402d368 3 | TextureImporter: 4 | fileIDToRecycleName: {} 5 | externalObjects: {} 6 | serializedVersion: 7 7 | mipmaps: 8 | mipMapMode: 0 9 | enableMipMap: 0 10 | sRGBTexture: 1 11 | linearTexture: 0 12 | fadeOut: 0 13 | borderMipMap: 0 14 | mipMapsPreserveCoverage: 0 15 | alphaTestReferenceValue: 0.5 16 | mipMapFadeDistanceStart: 1 17 | mipMapFadeDistanceEnd: 3 18 | bumpmap: 19 | convertToNormalMap: 0 20 | externalNormalMap: 0 21 | heightScale: 0.25 22 | normalMapFilter: 0 23 | isReadable: 0 24 | streamingMipmaps: 0 25 | streamingMipmapsPriority: 0 26 | grayScaleToAlpha: 0 27 | generateCubemap: 6 28 | cubemapConvolution: 0 29 | seamlessCubemap: 0 30 | textureFormat: 1 31 | maxTextureSize: 2048 32 | textureSettings: 33 | serializedVersion: 2 34 | filterMode: -1 35 | aniso: -1 36 | mipBias: -100 37 | wrapU: 1 38 | wrapV: 1 39 | wrapW: -1 40 | nPOTScale: 0 41 | lightmap: 0 42 | compressionQuality: 50 43 | spriteMode: 1 44 | spriteExtrude: 1 45 | spriteMeshType: 1 46 | alignment: 0 47 | spritePivot: {x: 0.5, y: 0.5} 48 | spritePixelsToUnits: 100 49 | spriteBorder: {x: 0, y: 0, z: 0, w: 0} 50 | spriteGenerateFallbackPhysicsShape: 1 51 | alphaUsage: 1 52 | alphaIsTransparency: 1 53 | spriteTessellationDetail: -1 54 | textureType: 8 55 | textureShape: 1 56 | singleChannelComponent: 0 57 | maxTextureSizeSet: 0 58 | compressionQualitySet: 0 59 | textureFormatSet: 0 60 | platformSettings: 61 | - serializedVersion: 2 62 | buildTarget: DefaultTexturePlatform 63 | maxTextureSize: 2048 64 | resizeAlgorithm: 0 65 | textureFormat: -1 66 | textureCompression: 1 67 | compressionQuality: 50 68 | crunchedCompression: 0 69 | allowsAlphaSplitting: 0 70 | overridden: 0 71 | androidETC2FallbackOverride: 0 72 | - serializedVersion: 2 73 | buildTarget: Standalone 74 | maxTextureSize: 2048 75 | resizeAlgorithm: 0 76 | textureFormat: -1 77 | textureCompression: 1 78 | compressionQuality: 50 79 | crunchedCompression: 0 80 | allowsAlphaSplitting: 0 81 | overridden: 0 82 | androidETC2FallbackOverride: 0 83 | spriteSheet: 84 | serializedVersion: 2 85 | sprites: [] 86 | outline: [] 87 | physicsShape: [] 88 | bones: [] 89 | spriteID: 90 | vertices: [] 91 | indices: 92 | edges: [] 93 | weights: [] 94 | spritePackingTag: 95 | pSDRemoveMatte: 0 96 | pSDShowRemoveMatteOption: 0 97 | userData: 98 | assetBundleName: 99 | assetBundleVariant: 100 | -------------------------------------------------------------------------------- /Assets/UINodeEditor/UIEventData.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | namespace UINodeEditor 4 | { 5 | public struct UIEventData 6 | { 7 | public EventType EventType; 8 | } 9 | } -------------------------------------------------------------------------------- /Assets/UINodeEditor/UIEventData.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 65c8a7e04fd44fadb96ec15b99760901 3 | timeCreated: 1534886906 -------------------------------------------------------------------------------- /LICENSE: -------------------------------------------------------------------------------- 1 | MIT License 2 | 3 | Copyright (c) 2018 Simeon Radivoev 4 | 5 | Permission is hereby granted, free of charge, to any person obtaining a copy 6 | of this software and associated documentation files (the "Software"), to deal 7 | in the Software without restriction, including without limitation the rights 8 | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell 9 | copies of the Software, and to permit persons to whom the Software is 10 | furnished to do so, subject to the following conditions: 11 | 12 | The above copyright notice and this permission notice shall be included in all 13 | copies or substantial portions of the Software. 14 | 15 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 16 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 17 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 18 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 19 | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, 20 | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE 21 | SOFTWARE. 22 | -------------------------------------------------------------------------------- /Logs/Packages-Update.log: -------------------------------------------------------------------------------- 1 | 2 | === Fri Sep 13 11:02:47 2019 3 | 4 | Packages were changed. 5 | Update Mode: updateDependencies 6 | 7 | The following packages were added: 8 | com.unity.2d.tilemap@1.0.0 9 | com.unity.collab-proxy@1.2.16 10 | com.unity.ext.nunit@1.0.0 11 | com.unity.test-framework@1.0.13 12 | com.unity.timeline@1.1.0 13 | com.unity.2d.sprite@1.0.0 14 | com.unity.ide.vscode@1.1.0 15 | com.unity.ide.rider@1.1.0 16 | com.unity.ugui@1.0.0 17 | com.unity.modules.androidjni@1.0.0 18 | com.unity.multiplayer-hlapi@1.0.2 19 | com.unity.xr.legacyinputhelpers@2.0.2 20 | The following packages were updated: 21 | com.unity.analytics from version 2.0.16 to 3.3.2 22 | com.unity.package-manager-ui from version 1.9.11 to 2.2.0 23 | com.unity.purchasing from version 2.0.3 to 2.0.6 24 | com.unity.textmeshpro from version 1.2.4 to 2.0.1 25 | -------------------------------------------------------------------------------- /NodeEditor.csproj.DotSettings: -------------------------------------------------------------------------------- 1 |  2 | True -------------------------------------------------------------------------------- /Packages/manifest.json: -------------------------------------------------------------------------------- 1 | { 2 | "dependencies": { 3 | "com.unity.2d.sprite": "1.0.0", 4 | "com.unity.2d.tilemap": "1.0.0", 5 | "com.unity.ads": "2.0.8", 6 | "com.unity.analytics": "3.3.2", 7 | "com.unity.collab-proxy": "1.2.16", 8 | "com.unity.ext.nunit": "1.0.0", 9 | "com.unity.ide.rider": "1.1.0", 10 | "com.unity.ide.vscode": "1.1.0", 11 | "com.unity.multiplayer-hlapi": "1.0.2", 12 | "com.unity.package-manager-ui": "2.2.0", 13 | "com.unity.purchasing": "2.0.6", 14 | "com.unity.test-framework": "1.0.13", 15 | "com.unity.textmeshpro": "2.0.1", 16 | "com.unity.timeline": "1.1.0", 17 | "com.unity.ugui": "1.0.0", 18 | "com.unity.xr.legacyinputhelpers": "2.0.2", 19 | "com.unity.modules.ai": "1.0.0", 20 | "com.unity.modules.androidjni": "1.0.0", 21 | "com.unity.modules.animation": "1.0.0", 22 | "com.unity.modules.assetbundle": "1.0.0", 23 | "com.unity.modules.audio": "1.0.0", 24 | "com.unity.modules.cloth": "1.0.0", 25 | "com.unity.modules.director": "1.0.0", 26 | "com.unity.modules.imageconversion": "1.0.0", 27 | "com.unity.modules.imgui": "1.0.0", 28 | "com.unity.modules.jsonserialize": "1.0.0", 29 | "com.unity.modules.particlesystem": "1.0.0", 30 | "com.unity.modules.physics": "1.0.0", 31 | "com.unity.modules.physics2d": "1.0.0", 32 | "com.unity.modules.screencapture": "1.0.0", 33 | "com.unity.modules.terrain": "1.0.0", 34 | "com.unity.modules.terrainphysics": "1.0.0", 35 | "com.unity.modules.tilemap": "1.0.0", 36 | "com.unity.modules.ui": "1.0.0", 37 | "com.unity.modules.uielements": "1.0.0", 38 | "com.unity.modules.umbra": "1.0.0", 39 | "com.unity.modules.unityanalytics": "1.0.0", 40 | "com.unity.modules.unitywebrequest": "1.0.0", 41 | "com.unity.modules.unitywebrequestassetbundle": "1.0.0", 42 | "com.unity.modules.unitywebrequestaudio": "1.0.0", 43 | "com.unity.modules.unitywebrequesttexture": "1.0.0", 44 | "com.unity.modules.unitywebrequestwww": "1.0.0", 45 | "com.unity.modules.vehicles": "1.0.0", 46 | "com.unity.modules.video": "1.0.0", 47 | "com.unity.modules.vr": "1.0.0", 48 | "com.unity.modules.wind": "1.0.0", 49 | "com.unity.modules.xr": "1.0.0" 50 | } 51 | } 52 | -------------------------------------------------------------------------------- /ProjectSettings/AudioManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! 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For more info on submodules check [here](https://git-scm.com/book/en/v2/Git-Tools-Submodules) 15 | Once cloned, run the following commands: 16 | 17 | ``` 18 | git submodule init 19 | git submodule update 20 | 21 | ``` 22 | 23 | # Instructions 24 | 25 | Open the Demo scene in `UINodeEditor/Examples` 26 | To open the node editor double click the example graph asset located in the same folder 27 | 28 | This project includes BOXOPHOBIC's FREE Skybox - Cubemap Extended asset for preview purposes 29 | 30 | # Inspiration 31 | [![IMAGE ALT TEXT HERE](https://img.youtube.com/vi/H1MLtML0np0/0.jpg)](https://www.youtube.com/watch?v=H1MLtML0np0) 32 | -------------------------------------------------------------------------------- /Screenshots/Editor.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/simeonradivoev/UI-Node-Editor/2bb9fd8ecfd64fb328dfeb0e5c722aecd2223016/Screenshots/Editor.png -------------------------------------------------------------------------------- /Screenshots/Inspector Preview.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/simeonradivoev/UI-Node-Editor/2bb9fd8ecfd64fb328dfeb0e5c722aecd2223016/Screenshots/Inspector Preview.png -------------------------------------------------------------------------------- /Screenshots/UI.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/simeonradivoev/UI-Node-Editor/2bb9fd8ecfd64fb328dfeb0e5c722aecd2223016/Screenshots/UI.png -------------------------------------------------------------------------------- /UIElementsSchema/UIElements.xsd: -------------------------------------------------------------------------------- 1 |  2 | 3 | 4 | 5 | 6 | -------------------------------------------------------------------------------- /UINodeEditor.csproj.DotSettings: -------------------------------------------------------------------------------- 1 |  2 | CSharp70 3 | True --------------------------------------------------------------------------------