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https://github.com/cemuka/UnityRuntimeNodeEditor

Unity runtime node editor using with Unity UI.
https://github.com/cemuka/UnityRuntimeNodeEditor

editor framework graph node node-editor runtime unity unity3d unity3d-plugin

Last synced: 4 months ago
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Unity runtime node editor using with Unity UI.

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README

        

![node editor](./img/node_gif1.gif)

## 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](./img/node_gif2.gif)

RGB color display example

![node editor](./img/color.png)

## Example
Simply extend the `NodeEditor`.

```c#
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)

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

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

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

```c#
public class ApplicationStartup : MonoBehaviour
{
public RectTransform editorHolder;
public ExampleNodeEditor editor;

private void Start()
{
editor.StartEditor(graph);
}
}
```
Graph actions are event based.

![node editor](./img/events.png)

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

Listen events from editor
```c#
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
```c#
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
```c#
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
```c#
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:
```c#
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.
```c#
// 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