NanoBrain-unitypackage/Editor/Brain_Editor.cs

78 lines
2.4 KiB
C#

using UnityEditor;
using UnityEditor.UIElements;
using UnityEngine;
using UnityEngine.UIElements;
namespace NanoBrain {
[CustomEditor(typeof(Brain))]
public class Brain_Editor : Editor {
protected static VisualElement mainContainer;
protected static VisualElement inspectorContainer;
public Brain component;
private SerializedProperty brainProp;
public void OnEnable() {
component = target as Brain;
if (Application.isPlaying == false && serializedObject != null) {
string propertyName = nameof(Brain.brainPrefab);
brainProp = serializedObject.FindProperty(propertyName);
}
}
public override VisualElement CreateInspectorGUI() {
Cluster brain = component.InitializeBrain();
if (Application.isPlaying == false)
serializedObject.Update();
VisualElement root = new() {
style = {
paddingLeft = 0,
paddingRight = 0,
paddingTop = 0,
paddingBottom = 0
}
};
root.styleSheets.Add(Resources.Load<StyleSheet>("GraphStyles"));
//if (Application.isPlaying == false) {
PropertyField brainField = new(brainProp) {
label = "Cluster Prefab"
};
root.Add(brainField);
//}
if (brain != null)
CreateViewer(root, brain.prefab, brain.defaultOutput, component.gameObject);
if (Application.isPlaying == false)
serializedObject.ApplyModifiedProperties();
return root;
}
public ClusterViewer.GraphView CreateViewer(VisualElement root, ClusterPrefab cluster, Nucleus output, GameObject gameObject) {
VisualElement mainContainer = new() {
style = {
flexDirection = FlexDirection.Row,
minHeight = 450
}
};
ClusterViewer.GraphView graph = new(cluster);
graph.style.flexGrow = 1;
mainContainer.Add(graph);
root.Add(mainContainer);
graph.SetGraph(gameObject, output);
return graph;
}
}
}