记一次Unity使用XNode插件时自动连线问题

想熟悉XNode的可以移步:XNode XNode简单使用
  • XNode的连线,是在检测用户的鼠标点击事件,判定并检测有没有输入输出接口,那么问题来了,总有一些要求,是需要自己去实现的,在各大博客中寻找对应的解决办法无果,只能自己看下源码
  • 于是在 NodeEditorAction中找到对应的源码如下

NodeEditorAction :

public void Controls() 
{
    .....
    
      case EventType.MouseUp:
            if (e.button == 0)
            {
                //Port drag release
                if (IsDraggingPort) 
                {
                    // If connection is valid, save it
                    if (draggedOutputTarget != null && draggedOutput.CanConnectTo(draggedOutputTarget)) {
                        XNode.Node node = draggedOutputTarget.node;
                        if (graph.nodes.Count != 0) draggedOutput.Connect(draggedOutputTarget);

                        // ConnectionIndex can be -1 if the connection is removed instantly after creation
                        int connectionIndex = draggedOutput.GetConnectionIndex(draggedOutputTarget);
                        if (connectionIndex != -1) {
                            draggedOutput.GetReroutePoints(connectionIndex).AddRange(draggedOutputReroutes);
                            if (NodeEditor.onUpdateNode != null) NodeEditor.onUpdateNode(node);
                            EditorUtility.SetDirty(graph);
                        }
                    }
                    // Open context menu for auto-connection if there is no target node
                    else if (draggedOutputTarget == null && NodeEditorPreferences.GetSettings().dragToCreate && autoConnectOutput != null) {
                        GenericMenu menu = new GenericMenu();
                        graphEditor.AddContextMenuItems(menu);
                        menu.DropDown(new Rect(Event.current.mousePosition, Vector2.zero));
                    }
                    //Release dragged connection
                    draggedOutput = null;
                    draggedOutputTarget = null;
                    EditorUtility.SetDirty(graph);
                    if (NodeEditorPreferences.GetSettings().autoSave) AssetDatabase.SaveAssets();
                } 
            
            .......    
            }
    
    .....
}

上述代码中可以看到,当EventType = Up(鼠标抬起时),且在拖拽对应Port时,dragOutput.Connect(draggedOutputTarget)
所以这里只需要去获取对应的Port即可实现

NodePort curInputPort = node.GetInputPort("Input");
NodePort preOutputPort = preNode.GetOutputPort("Output");
preOutputPort.Connect(curInputPort);
curInputPort.Connect(preOutputPort);
原文地址:https://www.cnblogs.com/jbw752746541/p/14922214.html