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ProjectBall.Unity/Assets/Editor/MeshGenerator.cs
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2025-05-13 05:18:03 +03:00
using UnityEngine;
using UnityEditor;
using System.Collections;
using System.Collections.Generic;
public interface IMeshGenerator{
void OnGUI();
}
public class NodeEditor : EditorWindow {
List<Rect> windows = new List<Rect>();
List<int> windowsToAttach = new List<int>();
List<int> attachedWindows = new List<int>();
[MenuItem("Window/Node editor")]
static void ShowEditor() {
NodeEditor editor = EditorWindow.GetWindow<NodeEditor>();
}
void OnGUI() {
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, 100, 100));
}
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(0, 0, 0, 0.06f);
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.black, null, 1);
}
}