我正在使用编辑器窗口,也许是问题所在吗?
这个想法是,当连接两个节点时,也要在结束位置制作一个箭头,以显示连接流向。
在屏幕快照中,当我连接两个节点(例如,Window 0至Window 1)时 因此,在窗口1附近的行的末尾应该有一个箭头,指示窗口0已连接到窗口1,因此流是从窗口0到窗口1的。
但是它没有绘制任何ArrowHandleCap。
我不介意在终点位置绘制另一个简单的白色箭头,但目前根本不起作用。根本不画箭头。
这是我的编辑器窗口代码:
using UnityEngine;
using UnityEditor;
using System.Collections.Generic;
using UnityEditor.Graphs;
using UnityEngine.UI;
public class NodeEditor : EditorWindow
{
List<Rect> windows = new List<Rect>();
List<int> windowsToAttach = new List<int>();
List<int> attachedWindows = new List<int>();
int tab = 0;
float size = 10f;
[MenuItem("Window/Node editor")]
static void ShowEditor()
{
const int width = 600;
const int height = 600;
var x = (Screen.currentResolution.width - width) / 2;
var y = (Screen.currentResolution.height - height) / 2;
GetWindow<NodeEditor>().position = new Rect(x, y, width, height);
}
void OnGUI()
{
Rect graphPosition = new Rect(0f, 0f, position.width, position.height);
GraphBackground.DrawGraphBackground(graphPosition, graphPosition);
int selected = 0;
string[] options = new string[]
{
"Option1", "Option2", "Option3",
};
selected = EditorGUILayout.Popup("Label", selected, options);
if (windowsToAttach.Count == 2)
{
attachedWindows.Add(windowsToAttach[0]);
attachedWindows.Add(windowsToAttach[1]);
windowsToAttach = new List<int>();
}
if (attachedWindows.Count >= 2)
{
for (int i = 0; i < attachedWindows.Count; i += 2)
{
DrawNodeCurve(windows[attachedWindows[i]], windows[attachedWindows[i + 1]]);
}
}
BeginWindows();
if (GUILayout.Button("Create Node"))
{
windows.Add(new Rect(10, 10, 200, 40));
}
for (int i = 0; i < windows.Count; i++)
{
windows[i] = GUI.Window(i, windows[i], DrawNodeWindow, "Window " + i);
}
EndWindows();
}
void DrawNodeWindow(int id)
{
if (GUILayout.Button("Attach"))
{
windowsToAttach.Add(id);
}
GUI.DragWindow();
}
void DrawNodeCurve(Rect start, Rect end)
{
Vector3 startPos = new Vector3(start.x + start.width, start.y + start.height / 2, 0);
Vector3 endPos = new Vector3(end.x, end.y + end.height / 2, 0);
Vector3 startTan = startPos + Vector3.right * 50;
Vector3 endTan = endPos + Vector3.left * 50;
Color shadowCol = new Color(255, 255, 255);
for (int i = 0; i < 3; i++)
{// Draw a shadow
//Handles.DrawBezier(startPos, endPos, startTan, endTan, shadowCol, null, (i + 1) * 5);
}
Handles.DrawBezier(startPos, endPos, startTan, endTan, Color.white, null, 5);
Handles.color = Handles.xAxisColor;
Handles.ArrowHandleCap(0, endPos, Quaternion.LookRotation(Vector3.right), size, EventType.Repaint);
}
}
答案 0 :(得分:0)
问题在于箭头始终位于后面后面,例如Window 0
,因为您总是在DrawNodeWindow
之后致电DrawNodeCurve
。
之所以会这样,是因为箭头总是从endPos
开始向右绘制,长度为{size
,所以您以后总是将其覆盖在窗口上……您必须更改
// move your endpos to the left by size
var endPos = new Vector3(end.x - size, end.y + end.height / 2 , 0);
为了使它在实际size
位置之前还剩end.x
个像素。
但是,正如您所看到的,它仍然很小,因为它通常用于在3D空间中显示箭头-不使用像素坐标..您可能需要调整圆角或使用完全不同的东西。
例如只是使用GUI.DrawTexture
而不是给定的Arrow sprite?
// assign this as default reference via the Inspector for that script
[SerializeField] private Texture2D aTexture;
// ...
// since the drawTexture needs a rect which is not centered on the height anymore
// you have to use endPos.y - size / 2 for the Y start position of the texture
GUI.DrawTexture(new Rect(endPos.x, endPos.y - size / 2, size, size), aTexture, ScaleMode.StretchToFill);
就像在注释中提到的Unity中所有序列化字段一样,您已经可以为脚本本身引用默认资产(与对MonoBehaviours这样的每个实例相反),因此选择了NodeEditor
脚本后,只需引用一个下载的箭头纹理
如果使用白色箭头作为纹理,则仍可以使用
更改其颜色var color = GUI.color;
GUI.color = Handles.xAxisColor;
GUI.DrawTexture(new Rect(endPos.x, endPos.y - size / 2, size, size), aTexture, ScaleMode.StretchToFill);
GUI.color = color;
结果
P.S .:用于示例的箭头图标:https://iconsplace.com/red-icons/arrow-icon-14,您可以在下载图标之前直接在该页面上更改颜色;)