Custom nodes
Create custom nodes tailored to your project and data as easily as you would create a new C# file in Unity. Using NodeAttributes enables you to set node properties like outputs, color, title, category, icon and description. Use the Logic add-on to create logic flows, query data, listen to events or perform specific actions. It is also possible to create a custom inspector UI for your node.
Return values
With the return value node, you can set and retrieve return values on graphs upon completing events. You can also reference other data objects in nodes to get their values at runtime. The data object dropdown attribute works everywhere!
Scene object references
Logic also allows you to reference scene objects. Nodes can easily access objects in the scene through the Logic Controller component when necessary. All types of UnityEngine.Object are supported.
Expose values to inspector support
Fields in a node can have the ExposeToInspector-attribute to expose them to the data object inspector view. This way, values can be altered directly in the Unity inspector without even having to open the Logic Node Editor.
Features
Create custom nodes as easily as creating a new C# class.
Nodes and the node inspector can draw Unity and custom property drawers.
The data object property drawer-inspector view is fully supported. Node fields with the ExposeToInspector-attribute can be directly tracked or modified from the Unity inspector.
Made completely from scratch with UIElements. No reliance on the deprecated Unity Experimental.GraphView.
No dependencies for third-party serializers.
Possibility to create custom inspector UIs for your nodes with UIElements.
Local graph events which can be called from script. Appropriate event listener nodes can then listen to graph events.
With the UIElements retained mode GUI system, you can draw lots of nodes with great performance.
Define scene component references and assign them to the controller component in your scene, allowing nodes to easily access them.
OnComplete graph event with the ability to return a value as a result.
Group nodes
Copy & Paste nodes
Minimap
Searchable node creation panel with categories and sub-categories.
Possibility to detach the node editor window from the main Databrain editor.
自定义节点
根据项目和数据创建自定义节点,就像在 Unity 中创建新的 C# 文件一样简单。使用 NodeAttributes,您可以设置节点属性,如输出、颜色、标题、类别、图标和描述。使用逻辑插件可以创建逻辑流、查询数据、监听事件或执行特定操作。还可以为节点创建自定义检查器用户界面。
返回值
通过返回值节点,您可以在完成事件时设置和检索图形的返回值。您还可以在节点中引用其他数据对象,以便在运行时获取它们的值。数据对象下拉属性在任何地方都有效!
场景对象引用
Logic 还允许您引用场景对象。必要时,节点可通过逻辑控制器组件轻松访问场景中的对象。支持所有类型的 UnityEngine.Object。
支持将值公开给检查器
节点中的字段可以具有 ExposeToInspector 属性,以便将其显示在数据对象检查器视图中。这样,就可以直接在 Unity 检查器中更改值,而无需打开逻辑节点编辑器。
功能特点
创建自定义节点就像创建新的 C# 类一样简单。
节点和节点检查器可绘制 Unity 和自定义属性抽屉。
完全支持数据对象属性抽屉-检查器视图。带有 ExposeToInspector 属性的节点字段可以直接从 Unity 检查器中跟踪或修改。
完全采用 UIElemen 从头开始制作
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