cemuka / UnityRuntimeNodeEditor

Unity runtime node editor using with Unity UI.

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node editor

Runtime Node Editor

Almost every node editor made in unity is using unity editor to make it.
My goal was make it in runtime with unity ui.

  • Socket based connection
  • Load and save a graph using node serializer
  • Context Menu for graph, nodes and connections
  • Event based notification
  • Pan and zoom
  • Multiple editors can be spawned in a scene
  • Create graph by api or custom prefab
  • Legacy and new Input System

Unity version 2021.3.3f1

node editor

RGB color display example

node editor

Example

Simply extend the NodeEditor.

public class ExampleNodeEditor : NodeEditor
{
    public override void StartEditor(NodeGraph graph)
    {
        base.StartEditor(graph);

        //  make your custom initialization here
    }
}

Create graph using the api, graph will stretch to holder object. (no prefab involves)

public class ApplicationStartup : MonoBehaviour
{
    public RectTransform        editorHolder;
    public ExampleNodeEditor    editor;    //  asigned in unity from hierarchy

    private void Start()
    {
        var graph = editor.CreateGraph<NodeGraph>(editorHolder);
        // var graph = editor.CreateGraph<NodeGraph>(editorHolder, bgColor, connColor);
        editor.StartEditor(graph);
    }
}

You may want to use your own custom graph and prefab as well.

public class ApplicationStartup : MonoBehaviour
{
    public RectTransform        editorHolder;
    public ExampleNodeEditor    editor;

    private void Start()
    {
        editor.StartEditor(graph);
    }
}

Graph actions are event based.

node editor

You'll find a complete example in the Example folder. Let's walkthrough over.

Listen events from editor

public class ExampleNodeEditor : NodeEditor
{
    private string _savePath;

    public override void StartEditor(NodeGraph graph)
    {
        base.StartEditor(graph);

        _savePath = Application.dataPath + "/Example/Resources/graph.json";
        
        Events.OnGraphPointerClickEvent           += OnGraphPointerClick;
        Events.OnGraphPointerDragEvent            += OnGraphPointerDrag;
        Events.OnNodePointerClickEvent            += OnNodePointerClick;
        Events.OnConnectionPointerClickEvent      += OnNodeConnectionPointerClick;
    }
}
  • graph context menu
protected override void OnGraphPointerClick(PointerEventData eventData)
{
    switch (eventData.button)
    {
        case PointerEventData.InputButton.Right: 
        {
            var ctx = new ContextMenuBuilder()
            .Add("nodes/float",          CreateFloatNode)
            .Add("nodes/math op",       CreateMatOpNode)
            .Add("graph/load",          ()=>LoadGraph(_savePath))
            .Add("graph/save",          ()=>SaveGraph(_savePath))
            .Build();

            SetContextMenu(ctx);
            DisplayContextMenu(); 
        }
        break;
        case PointerEventData.InputButton.Left: CloseContextMenu(); break;
    }
}
  • node context menu
protected override void OnNodePointerClick(Node node, PointerEventData eventData)
{
    if (eventData.button == PointerEventData.InputButton.Right)
    {
            var ctx = new ContextMenuBuilder()
            .Add("duplicate",            () => DuplicateNode(node))
            .Add("clear connections",    () => ClearConnections(node))
            .Add("delete",               () => DeleteNode(node))
            .Build();

        SetContextMenu(ctx);
        DisplayContextMenu();
    }
}
  • connection context menu
protected override void OnNodeConnectionPointerClick(string connId, PointerEventData eventData)
{
    if (eventData.button == PointerEventData.InputButton.Right)
    {
        var ctx = new ContextMenuBuilder()
        .Add("clear connection", () => DisconnectConnection(connId))
        .Build();

        SetContextMenu(ctx);
        DisplayContextMenu();
    }
}

That's been said, to create a new node:

public class MyAwesomeNode : Node
{
    public TMP_InputField valueField;   //  added from editor
    public SocketOutput outputSocket;   //  added from editor
    public SocketInput inputSocket;     //  added from editor

    public override void Setup()
    {
        Register(outputSocket);
        Register(inputSocket);

        SetHeader("float");
    }

    public override void OnSerialize(Serializer serializer)
    {
        //  save values on graph save
        serializer.Add("floatValue", valueField.text);

        //  it would be good idea to use JsonUtility for complex data
    }

    public override void OnDeserialize(Serializer serializer)
    {
        //  load values on graph load
        var value = serializer.Get("floatValue");
        valueField.SetTextWithoutNotify(value);
    }
}

To create a node from your editor, pass its path from Resources folder.

//  context item actions
private void CreateMyNode()
{
    graph.Create("Prefabs/Nodes/MyAwesomeNode");    //  your prefab path in resources
}

Check out the complete expample in ExampleScene for more details.

This project is actively in development. Feel free to drop an issue for any suggestion or feedback.

LICENSE

MIT
Copyright (c) 2022 Cem Ugur Karacam

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Unity runtime node editor using with Unity UI.

License:MIT License


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